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Reyhan

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Everything posted by Reyhan

  1. Not saying they aren't but they are just too strong given the Iberian background and javelin damage.
  2. Multiply the coefficient of the (m/s) basis by 3.6: 1.5x3.6=5.4km/h If the units are inconsistent then it must be converted into the same basis.
  3. Hi, I think the Spartan units are very strong indeed. However, that does not mean the Mauryan player has no solution against them: use ranged cavalry to troll the enemy melee and snipe their skirmishers. The sword cavalry can go behind the enemy melee and attack their ranged units. The war elephant can be used as a meatshield against dense melee units. In addition, Mauryans have a steel sword tech; combining that with their infantry swordsman and champion swordsman, you have quite a good defence against Spartans. Don't forget that light cavalry is stronger than regular infantry skirmisers, so you can catch them out this way. You can also sneak attack on their Civic Centre with maceman champions while they are fighting you.
  4. Change the numbers, not the units! m/s is S.I basis normalised with respect to many other physical dimensions, making some computations much easier (for example consider acceleration). km/h may be handy in one respect but it is very tedius to convert all other quantities into this unit basis and perform calculations. If you really need it, think about the speed in km/h in your head then convert it into m/s before you write it into the code. Also I would like to recommend weakening the Iberians for A26.
  5. The Iberians have a champion cavalry unit which is extremely strong and I would recommend weakening it. This unit has the following specifications: In my opinion it is overpowered, for these reasons: 1. The fire damage continues to hurt any victims even after they are out of range. Furthermore it can stack, so the damage is even greater in comparison to pure javelins. The fire also damages any buildings, making them effecive siege weapons as well as elite soldiers. The fire damage adds 6 more effective damage to per shot, which gives a total value of 42 damage per second. This is too much compared to 17.33 damage per second of Roman champion cavalry and 12.32 damage of spear champion cavalry. 2. They have too much armour and health, so they are difficult to kill. 3. The civilisation behind the production of these units is the Iberians, who offers defensive walls and superior towers that makes the player very likely to thrive until late game undisturbed. Therefore it is very likely that the player will train many of these units in late game and annihilate everyone. 4. Their agility and range allow them to escape mass infantry unharmed. I agree that such an overpowered unit is fun to play with, but it is spoiling the game for anyone who didn't choose the Iberians as their civilisation. I propose two solutions to this problem: 1. Give this unit to another civilisation who has very little bonus in economy or defence, for example the Kushites or the Macedonians. 2. Reduce their base javelin damage to a lower value, for example 30 (to match the Briton champion chariot) or 12.32 (to match champion spear cavalry). I have 2 replays of games where they were used. In both games they were fighting outnumbered battles at a disadvantageous position but they still won the encounter with flying colours. 2021-11-18_0004.zip2021-11-18_0006.zip Please tell me what you think about them. I am not a veteran player myself but I am probably not the first one to flag up this issue.
  6. Hi, I like the suggestion of units specialised to specific tasks. Here is my idea: Each citizen unit is specialised to one type of job, albeit mining or logging or farming. Perhaps they are allowed to perform other tasks but at a lower efficiency. When the situation requires, you can set them to fight and they will take on a role as a soldier type. For example, you can train a slinger-miner or a spearman-farmer. This allows you to train units according to your needs. To prevent overcrowded panels, we can have more cheaper barracks: melee barrack, ranged barrack, champions barrack. I know this is a huge change to base game so it is probably very difficult to implement.
  7. I think phasing up and researching techs will slow down population generation. Reaching 200 pop early is not the only factor that determines who wins a game; Your army composition, techs, economy, infrastructure and strategy will determine the victor. The fastest way to reach 200 population is to stay in village phase and spam barracks and skirmishers without any spearman. Ptolemies will boom faster than Spartans under the same player and identical conditions, because they have many economic advantages over other civilisations. If you have any suggestions please tell me. There is much space for improvement for me.
  8. Spartan boom.zip First time reached 200 pop was at minute 12:00 or slightly later. Then I deleted women, got upgrades, made ram and hero then refilled with Skiritai swordsman and more spearman. Went to attack at minute 14 to 15 with 148 infantry + ram + hero (couldn't find my cavalry on the map lol) This is how I would play in a TG, I researched military techs at the cost of slowing down. If I am playing a 1v1 I would make a bit more skirmishers. Boom could have been faster with all ranged units but that would be bad for fighting.
  9. Hi cl2488, I would like to try the challenge. Can we relax rule 3? I think deleting women and replacing them with something else in late game is faster than making few women early.
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