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Outis

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Everything posted by Outis

  1. Also, the iberian spear cavalry's shield is cutting through the horse.
  2. Hello, I wanted to inform, that the aspis shield is cutting through the arm of the Tarentine cavalry.
  3. Hello team, I wanted to ask why the Macedonian pikemen have a single greave on their left legs. Was it implemented intentionally or did they leave home in a hurry? I have seen an article about burials with single greaves, but that it is considered ceremonial rather than for protection in battle. https://www.jstor.org/stable/505895
  4. A monk converts a unit to your side as it is. I believe the idea of enslavement is to capture the enemy unit and turn it into a slave which is a labor-only unit with restrictions, in other words the slave is definitely a junk unit. Regarding population, i think it is a fair comment that they might occupy otherwise more useful capacity. I propose slave units do not count towards population (slaves are not accomodated in houses that are for citizens, they either work or sleep at their work station).
  5. I think what @Akira Kurosawa meant was the mechanic would appear random rather than intentional randomization. Here the proposal was to be able to capture and enslave the units of your opponent which is not racist, rather than create a slave unit with a specific ethnicity which could be interpreted this way.
  6. Can ways to reintroduce the mechanic to capture siege units without causing the footbal match considered? For example, make it difficult to capture siege, make capturing only possible when all enemy units for a large radius are killed? Make it only possible when there is a very exposed siege unit where it makes no sense to rush to destroy it
  7. I completely agree that a randomized mechanic should be avoided. However, i think options to implement it in controlled specific cases can be entertained. We can identify the root causes for unwanted randomized behavior and avoid them.
  8. It would be very cool if and only if it could be implemented in a way that does not break the game. Ideas: - garrisoned units could be enslaved rather than ejected when capturing buildings - units inside a radius of certain buildings (Only civic centers? All territory roots?) can be enslaved when those buildings are captured - during battles, enslavement may be a mechanic when morale is implemented, for instance units are captured and enslaved when they alreay have low morale and they are completely outnumbered by enemy units by a certain percentage within a certain radius, the idea is to limit the case so it only happens at the end of a battle which is sorely lost - there could be an option to capture unarmed units like buildings rather than killing them
  9. Thank you very much @Silier
  10. Hello community, What are the xml.cached.xmb files which exist for every xml file with the same name and that come in side the mods and the game files? Are they required to be generated when we are creating a new mod, and how are they generated?
  11. This could be an upgrade like in AoE2.
  12. They may be a unit for Lusitanians if and when they are added to the game.
  13. I think it is a shame that the Spartan tririeme is named after their bitter rival. I propose to rename it from Trieres Athenaia to Corinthian Trireme as a nod to Sparta not having a strong navy and depending on their Corinthian allies for their navy during the Peloponnesian War.
  14. I believe it is only in certain biomes like temperate
  15. Now that regeneration for fruits and fish is implemented, i want to make a proposition for hunting animals. In Empire Earth, a herd of hunting animals reproduce after hunting some members if the herd is not completely wiped out. It can work like this: A herd can produce juvenile members if a member is killed and there are at least 2 living adult members. The herd cannot produce offspring if the initial herd population is reached. A juveline animal will grow into a fertile adult animal if not hunted for a given amount of time. It may yield a lower amount of food until growing.
  16. Lysander fits so well as he ended the Peloponnesian War. From gameplay point of view, he gives an option to improve the navy and match other existing (Themistocles) or potential naval heroes.
  17. Hello The old bronze shields on the Spartan Syssitia were replaced with proper shields. I wanted to mention that it would be great to have the same change for the Spartan Royal Stoa and the Persian Stoa.
  18. I think Athenian and Macedonian farmsteads have the same problem.
  19. I think charge up requirement couls be to have a minimum distance from which you should initiate the attack. Any closer and you cannot hit the button to ram. Smaller and lighter ships have a smaller minimum distance. Damage is proportional to size/mass.
  20. Very glad ship overhaul is considered, thank you @wowgetoffyourcellphone and very glad to see great ideas from all . At the expense of some criticism, i want to mention a couple points: I think ramming and boarding should definitely be there for both historical and gameplay reasons. However, i find the idea of a "ramming ship" unit and a "boarding ship" ship unit limiting. All ancient ships were/could be equipped with rams and personnel. I think it is strange for a ramming ship chasing a non-ramming ship with the only viable response of the non-ramming ship being flight rather than maneuver to ram itself. Or it is strange that the boarding ship is boarding a ship which is just sitting and not trying to resist and even counter-attack by boarding. These actions should be available to most ships rather than a specific type. How well they can perform these actions depend on the ship size and faction chosen maybe. For instance, small ships can outmaneuver medium ships but do not cause enough ramming damage to sink a medium ship. Or Greek tririme has high speed and can ram better than other medium ships. Boarding may consider the no of crews aboard. Artillery ship is where unit type is justified because only heavy ships can carry artillery.
  21. Why not both? A 4th phase is welcome like in AOE. However, each phase should have a focus. In AOE2, phase 2 was an opportunity to rush before defenses came up, phase 3 was where better offensive units came such as knights but also better defenses like castles so it was difficult to finish off a well defended town, then phase 4 introduced ultimate siege weapons like trebuchets and bombards.
  22. Hello team, i wanted to share on observation, player color appears to be missing in Athenian and Macedonian corrals.
  23. I will take a bold step and ask why not modify armor values? I find it strange that both melee and ranged infantry have equal hack and pierce armor values. This is not the same for melee cavalry and gives some distinction to sword and spear cavalry. Why not experiment a bit for infantry? Armor rates can be modified in such a way as to break the melee meatshield and ranged dps paradigm and provide some differentiation to unit roles at the same time. For example, sword infantry may be weaker towards ranged units than spear infantry, i.e. lower pierce armor than hack. Spear infantry may be weaker towards sword infantry i.e. lower hack armor than pierce. There are historical exceptions. Roman sword infantry is not vulnerable to ranged units and Greek hoplites are not vulnerable to melee. These may be addressed by bonuses added with formation and/or unique technologies proposed earlier. In other words even more variety. Another example, i expect javelin infantry to have some pierce armor than other ranged infantry, they carry shields after all and have a free hand to use them since javelins are used with one hand. Slings and bows require 2 hands. Javelinmen need the extra pierce armor as they need to close in further than slingers and archers, and are easy targets for other ranged units. I know all of this is very difficult to balance, especially since hack damage is not the same as melee attack and pierce damage is not the same as ranged attack, but the game has so much potential and the community mod is an excellent opportunity to experiment. Most important is, it gives the chance to try many changes incrementally. This way, the extensive changes can be balanced over multiple iterations of the community mod within one alpha release or even multiple alphas.
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