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Outis

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Posts posted by Outis

  1. 3 hours ago, leopard said:

    rather than adding new civ why we are not thinking about a new phase.

    Why not both? :D

    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.

    • Like 6
  2. 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.

     

  3. More thoughts:

    Syracuse was involved in many wars with major powers and besieged multiple times without success. They could have some unique defensive structures such as the Claw of Archimedes (not sure how to model) and/or the semi-legendary Mirror Tower or Heat Ray Tower (maybe the Ballista Tower model can be used, i saw a couple in the Syracusans screenshot above) with bonus damage against ships and siege units.

    Give me a place to stand on and i will move the Earth: Archimedean Academy could have unique upgrades to ship health like Archimedes' Screw or to increase range of siege units like Mechanical Advantage (please find a cooler name :D)

  4. I hope this is the correct place to share this.

    I see that in the game, Greek phrases are formed with modifiers at the end like in French or Latin, for example Toxótēs Krētikós for "Cretan Archer". As far as I know, Greek (and Ancient Greek) is written with modifiers before the nouns like in English. See the passage from Arrian's Anabasis book 2 chapter 4 section 3:

    τοῦ δὲ εὐωνύμου προετάχθησαν τῶν μὲν πεζῶν οἵ τε Κρῆτες τοξόται καὶ οἱ Θρᾷκες, ὧν ἡγεῖτο Σιτάλκης, πρὸ τούτων δὲ ἡ ἵππος ἡ κατὰ τὸ εὐώνυμον. 

     

  5. On 17/12/2022 at 2:41 AM, wowgetoffyourcellphone said:

    Spitballing here, I was thinking the choice of political systems could go like this:

     

    Democracy

    + Bonus in Citizen health and train time

    + Hoplites trained at the Advanced rank from the beginning 

    + Champion is a Hoplite-class infantryman

    + Hero is the Demagogue unit, whose aura grants more capture points (i.e., Loyalty) to capturable units and buildings

    - Penalty in Technology cost

     

     Oligarchy

    + Bonus in Cavalry health and speed

    + Bonus in Farming income

    + "Champion" is an Elite Cavalryman

    + Hero is the Aristocrat unit, whose aura grants stronger resource gathering to nearby gatherers

    - Penalty in Infantry speed

     

    Tyranny

    + Additional Mercenaries unlocked at the barracks/range/stable

    + Additional Technology for Coin income, "Open Markets"

    + Champion is a Heavy Swordsman "Tyrant's Guardsman", who costs only Coin (most champions usually cost Food and Coin)

    + Hero is the Tyrant unit, whose aura grants stronger attack and capturing to nearby champions and mercenaries

    - Penalty in Citizen health and Slave loyalty

     

    Any thoughts? 

    The Democratic champion could be Syrakousios Epilektos, a citizen Hoplite chosen for excellence.

    The Oligarchic champion could be Geomori Hippeus, a member of the landed aristocratic class.

    The Tyrannical mercenaries could include, depending on the hero selected, the infamous Mamertinoi hired by Agathocles which ravaged the land, and the Calabrian Sileraioi hired by Dionysius I.

    • Like 1
  6. May I make a suggestion @wowgetoffyourcellphone?

    I propose to add the Kingdom of Pontus to this list. They were able to field huge armies the size of the armies of major Hellenistic Kingdoms, and they could challenge the Romans multiple times. Their unit roster may represent the diverse ethnic background of the region to include:

    Chalkaspides (pikemen from Greek settlers)

    Bosphoran archers (later kings of the Greco-Scythian Bosphoran Kingdom were from Pontic royal line and were allies)

    Cappadocian cavalry (Kingdom of Pontus included Cappadocia)

    Corduene slingers (Anatolian people skilled with slings, may be ancestors of Kurds)

    Colchian javelineers (Ancestors of Georgians)

    Armenian cataphracts (Kingdom of Armenia was an ally, this would be a chance to include more cataphract units which you wanted to differentiate from regular spear cavalry)

    Scythed chariots (known to be used by Pontics, another chance to include a unit which you wanted to differentiate from other units)

    Bastarnae mercenaries (known to be hired by Pontics)

    Getae mercenaries (known to be hired by Pontics)

    Possible heroes:

    Mithridates I: founder of the kingdom, built many cities

    Mithridates VI: 3 times challenged Rome

    Pharnaces II: also challenged Rome

    I think all of them can be covered by existing artwork with the addition of some shields/emblems. As for the buildings, a mix of Seleucid, Hellenic, and Persian art may be used.

     

    • Like 2
  7. On 25/10/2022 at 11:08 PM, andy5995 said:

    @OutisSometimes it happens by design, and sometimes by accident. I've updated the wiki to explain more about that. See the player settings tab section and civilization subsection.

     

    By design, some map authors are trying to recreate historical battles and intentionally set the civs when they create a map. Sometimes certain structures or units are placed on the map during creation that can only belong to a specific civ, and therefore changing the civ during game set up would cause errors.

     

     

     

     

    I understand about historical battles but even for non-historical scenarios like Caribbean Island and Northern Islands? It would be good to have the freedom to chose by default rather than modifying the maps in Atlas.

    • Thanks 1
  8. 33 minutes ago, vladislavbelov said:

    Thanks! Could you add the following lines into your user.cfg file:

    forceglversion = "true"
    forceglprofile = "compatibility"
    forceglmajorversion = 2
    forceglminorversion = 1

     

    Hey @vladislavbelov, i added the lines to the user.cfg, but I see the same behavior. Can you check my user.cfg file attached? Does it look correct?

    user.cfg

  9. 57 minutes ago, real_tabasco_sauce said:

    Now we have effectively returned to normal rams

    Not exactly, please consider it with:

    - siege units function only with units garrisoned,

    - when you damage an enemy siege unit below a certain level, garrisoned operator are kicked out, and you have the capability to capture it.

    This accomplishes 2 things:

    - reintroduce the capture mechanic, but hopefully with enough micro to make it worth it (note you still have the no-painful-micro option to destroy it completely like the current game)

    - introduce the mechanic to make siege units move and attack faster in a micro-intensive way, all the while avoiding loss of function without painful micro

    In other words, no forced frustrating micro like suggested by @chrstgtror @real_tabasco_sauce, but hopefully implement some ideas from @Darkcity in a fun way.and give more options.

    • Like 1
  10. 40 minutes ago, real_tabasco_sauce said:

    micro in fighting is good, but forcing micro is not. Imagine having to train horses from the corral in order to train cavalry.

    I think what has been suggested could be done well with siege towers, perhaps with rams. If these changes are brought to rams, rams should be more powerful and more costly, so you would need to "micro" fewer rams.

    Fair enough, what about training siege units with a couple citizen soldiers already garrisoned inside, that way the micro of garrisoning extra units for extra speed and attack speed is optional and not forced.

  11. 51 minutes ago, chrstgtr said:

    Anything that requires siege to be garrisoned sounds incredibly annoying...It's micro that a lot of know we should do now but don't because it's a pain and clunky 

    This is an RTS so i expect some micro is in order to win. Besides, siege units are generally not plentiful, so i expect it will be manageable.

    • Like 1
  12. 8 hours ago, Lion.Kanzen said:

    We have to improve that capture mechanics.

    Should be able to be captured if it's damaged.

    Maybe the garrisoned units are kicked out after the siege unit is damaged below a level, and it is captureable when not garrisoned. So, to capture, we damage the siege unit first, get rid of the garrison, then capture. This way, it is not a disaster when your siege is captured because it is time-consuming to capture and the siege unit is vulnerable when captured.

    • Like 1
  13. 6 hours ago, Grapjas said:

    Instead of adjusting damage values i think it may be more logical to only touch movement speed and attack speed values with the exception of the ram. I think it'll be fine honestly it not costing population because siege is still expensive and it indeed technically still costs pop to be able to effeciently use them.

    Excellent ideas

  14. @BreakfastBurrito_007 & @real_tabasco_sauce fair enough about complicating without any added benefit. What do you (and everyone else) think about this:

    - Sparta has Spartiatai in P2 in limited numbers (historically, they could create a champion army due to their social structure without creating a large state, or P3 in our case)

    - Spartiatai become much stronger than champions of other factions in P3 through technology pairs suggested by @wowgetoffyourcellphone, still in limited numbers but more than in P2 (historically, they suffered from low population, due to being a small state and population decline a.k.a. Oliganthropia)

    - As a further strategic choice, include Cleomenes III as a hero, instead of Agis III, who brings a technology, call it Land Reform (help me with a name please:D), which removes or relaxes the limit to Spartiatai in exchange for a slight decrease in stats or nullify the above techs (historically, Cleomenes III made a land reform to increase the number of Spartiatai, slight decrease in stats is my interpretation for a break in tradition. He also reformed Spartiatai to use sarissa rather than dory, we may include it as well)

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