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Atrik

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Everything posted by Atrik

  1. There is some "wooden pikes" models in the game maybe they would be good alternative to palisades where infantry can cross them without harm but cavalry would get speed debuff in addition of damages.
  2. You could create an aura for a easy solution. Ex: { "type": "range", "radius": 25, "affects": ["Cavalry"], "modifications": [ { "value": "Health/RegenRate", "add": -1 } ], "auraName": "Empaling", "auraDescription": "Cavalry -1 hp/sec", "overlayIcon": "art/textures/ui/session/auras/blood.png" }
  3. Try triple click (not kidding) Edit : I tested and triple click on a upgradable section will also filter out sections that are shorter and can't be upgraded
  4. "order 1 unit" have use cases beyond sniping and eliminating features isn't suggested here. The problem is, if you want to control the attacks of a large group of units, "order 1 unit" isn't adapted. When you are expected to have up to 200 units in selection, one could wish you had other means to control unit targeting then using alt for in loops of 200 clicks.
  5. Best solution would be to get rid of weak mechanics, usage of alt for targeting is clearly not adapted when you need to click 100 times.
  6. Rly? What about the auto-sniping script that was the only explanation of why sometimes i lost for reason i couldn't grasp?
  7. Yes you can do it with autociv. Add this to your user.cfg to create a hotkey selecting only elite rank units as an example: hotkey.autociv.session.entity.by.rank.3 = "[Your hotkey]"
  8. It's less prevalent thanks to the melee re-balance, but in some cases it's still very important, and will 'force' you to snipe even if you would rather not doing it, your example with hans is one, another is when enemy has pikes, or even just if you have archers. I don't think it would be possible to avoid either: 1. accepting sniping as game mechanic (I don't like it) even with workaround this would still give a big fighting efficiency boost to players sniping. 2. introducing a feature that replace alt-clicking for sniping by a less spammy one (in this case, this thread wouldn't have to exist).
  9. I'm ofc not talking about removing the ability to make a single unit attack, but rather to add a feature to make sniping less spamy. In my opinion too much workaround are considered when any fun micro feature could just make a great fix for this spamy meta. Example of feature I suggested in another workaround tweaking by @real_tabasco_sauce:
  10. Just fix sniping... Any game mechanic that is about clicking fast fast is not interesting, and subjected to create unbalances if anyone has 'gaming' mouses/drivers with click multipliers or anything.
  11. I also think that champ cav shouldn't be nerfed too much, just having more viable counters is needed.
  12. Besides the hurdle of having to find the good limit to population of allowed units, I don't think it is fun to make a limit on any unit. Champs are a great way to 'coil up' and invest some economic advantage. The problem is the lack of counter options and their efficiency against specifically: melee champ cavs spam. As I said above, even champ spears are meh... not that good of a counter. In short, investing in champ cav is too safe, because of the lack of counters and the amazing versatility of cavalry. Hence the suggestions to nerf capture rate, and increase counters.
  13. As chrstgr said, they get slaughtered even when you have a big number's advantage. In some cases where i had a bunch of spears champs from sparta or athen (note that they require special, costly buildings to make compared to champ cav), they merly counter the champ cav. They deal x2.5 but champ cav have x2 hp (when they have the buff hp), it's just not fair counter. Spears should slaughter cavs, not the other way around. They already have mobility they can use at their advantage.
  14. Yes exactly, when 100+ cs spears get slaughtered by cavs it's just non-sens. You would think you are playing counter and therefor, even if you can't kill the cavs (because of their mobility), they also can't just run into your spears and kill all, but that's what they do actually.
  15. If you need a reason to nerf cavalry capture rate you could also say that it's not as convenient to raid a buildings with cavalry. As for swords vs spears, of course against infantry, swords are better. But spears are still the 'alpha' cav as they would counter other cavs, and do pretty much well against infantry in the same time.
  16. Champ spear cav is just more available and is also the champ cav for the civilsations who have buffed champ cavs; such as Persians, Seleucid and to a lesser extent Gauls. I guess champs cavs are really just slightly too good of an option too often, because of the mobility and strength, and capture rate. The problem really is that the critical mass of a champ spam being unstoppable is reached too early. If some suggest that they should cost 2 pop, I think it would be too much of a nerf. Spears could have increased counter damage (restore it to x3 in com mod as an example, no idea why it was brought down to x2.5) and maybe cost slightly increased, like 100metal instead of 80. Also all cavs could have 50% only of the capture rate of their equivalent infantry.
  17. If the prepare time is reset every time a unit receive a order like halt, target, or move by itself, as I I think it is, then it's the main delay during witch overshoots occurs.
  18. I've tested for pikemen and crossbows and both overshoot cav running away. Pikes still hit in the wind and the cav far away takes the hit. Again not complaining about it, this is better then if the pike would never land a hit, but if your patch impact performance for no effects, then I don't understand the point. Maybe limit the range check for only the units that have the slowest attacking units (crossbow and pikes aren't included).
  19. I guess it's not going to kill performances but since most players agree performances is the priority, I guess @real_tabasco_sauce should not add it to community mod. It's only making any differences for bolts and catas. For all others units, there isn't anything changed about overshooting (witch is also good for playability). Part of the overshooting was due to unit taking into account target movement and will still be added to unit range, therefor extending overall max range. This is unaffected by the patch. The other part of when unit is targeting a unit moving away and getting out of range is also, from my tests, unchanged. Only bolts and catas might interrupt their attack if the target move away early enough.
  20. No it's only poison, fire cavalry are decent units to take down buildings thanks to fire damage.
  21. Try to add this within <Resistance><Entity> <ApplyStatus> <Burning> <Duration>0.0</Duration> <BlockChance>1</BlockChance> </Burning> </ApplyStatus>
  22. Anyways, I think overshooting is a necessary evil to make the game playable. I though we already discussed this @real_tabasco_sauce. If the range check was done prior to the exact time where attack start to repeat, you fixed a great bug! But it's not changing overshooting, witch is also good. (Haven't checked your patch, just making assumptions based on what you write above).
  23. Interesting but If attacks aren't interrupted when a unit get out of range, what exactly prevent overshooting?
  24. @Emacz 's mod introduce a lot of changes that makes you play differently then with usual vanilla/com mod civs (In witch all civs can be played nearly identically). You can have a great time having to think about optimal times to attack with this new mechanics, and very often, it is leaning toward you attacking early on, because of the slow economy of Sparta as an example. You also have a lot of changes on how you balance your economy with Spartans. When successful, you might manage to get a small group of elite units capable to fight off a player that had a much larger economy then you, right before his economic dominance become a problem. On the other hand, the community mod champions in p1 are only viable on very specific map/settings. The only times I felt they would be good is on "fortress" map where you start with extra stone and metal from treasures, and have a market to buy more metal from others players selling metal for food/wood.
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