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Everything posted by Deicide4u
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It is just another feature creep. The only reason Red Alert had a "Spy" unit is because the Cold War mentality was still prevalent in the 90's. It was meant as a gimick, and to support some fun SP missions at the time.
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I imagine your farming is extremely slow, then. The number of women depends on the state of the game. You need minimum 20 by mid game, and about 45-50 by the late game. Seriously, make women early on. It's easy to send them to farms/fields later.
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@Classic-Burger, the only reason Archers are good in AoE games is because they are faster than infantry. AoE also has no latency and faster atack animations, which allows hit-and-run micro. EDIT: You don't need to full quote people all tha time, and you don't have to fully quote the last reply either.
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I. E. Conscription. For Glorious Expansion tech. Why should we delete these techs? GE is one of the only reasons you build a Wonder, and it allows you to have more units. Conscription decreases batch training time, nothing complicated there. Please, don't delete techs that have a purpose just because someone finds them "boring".
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The Return of Rome DLC really brought the AoE 1 hype back, didn't it? Here's the same unit in Alpha 9 (actor view is awesome): Same as in 0 A.D. They were even introduced as such.
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I don't know, in A27 they're weak in the late game because of the crippled economy (they get Marian Reforms too soon). They were strong in earlier alphas. Mercenary civilizations are also bad in the hands of the AI because it spams them even though they can't gather. Persians don't take advantage of their strong cavalry. I'd say Han are now the strongest.
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Question about the recent changes to the capture system
Deicide4u replied to Dakara's topic in Gameplay Discussion
It's actually not. In real life, you had to hold that building with troops in order to keep it. Especially when near the enemy's territory. You had to bring more supplies to the front line as you now occupy more land. Destroying the building usually meant burning it down to make it unusable to the enemy. That was very much an easier thing to do. It's one of the reasons why "scorched earth" tactic was historically popular for the retreating army. -
New release, bringing bug fixes and streamlining of features (fancy euphemism for "less stuff"). - Units now can't build walls, gates and wall towers, as the click-and drag walls weren't implemented until Alpha 10. The AI can't build them, anyway. Even in A27. - Fortresses now cost only stone again. The AI was having difficulties building them as they cost too much wood. - Roman Army Camp cost reduced, as it no longer can train Marian Legionaries. - Various bug fixes, most notably Carthaginian Infantry archers being trainable again.
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Besides the Fanatics, Spartiates are by far the most broken units in the game. Seriously, these units are insanely overpowered and hard to counter. Can anyone name a unit that can reliably stop Spartiates? I bet you can’t. They hit hard, have massive armor, can promote to Olympic status and even have technologies that make them stronger and faster. The only thing the developers could have done to stop the spamming of this unit was to add a population cost of 2. Unfortunately, they didn’t do that. There are players abusing this by spamming Spartiates in P1, and it’s ruining the game for everyone. I wouldn’t be surprised if some ecobot or clever Sparta player designed this unit to exploit the game by spamming them relentlessly for an unfair advantage. What do you guys think? Any ideas on how to properly nerf or counter these broken units? I believe adding a population cost of 2 to build them would be an effective way to balance this unit. Moreover all Athenian Marines should be nerfed for sure. We’ve already banned Fanatics from our games, and Spartiates definitely need to be banned as well. If the developers don’t nerf these units in the next alpha update and keep introducing unfair, broken units, we’ll have no choice but to keep banning them from our matches to maintain fair gameplay.
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I actually fully agree with you there. That's why I love that this game is open-source. If you don't like some unit, you're free to balance it however you wish. You're also free to convince your friends that your balance is good and you should all play together with your fair rules. EDIT: You just have to change this one file.
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New balance update. - Ranged units have no minimal range, similar to later alphas. The damage of archers is reduced. Also, infantry archers no longer have damage bonus against one of their counters, spear cavalry. Tooltips adjusted. This will prevent ranged units from running away and dragging your melee infantry into danger. It should also reduce the lag from bad pathfinding. EDIT: - Backported the female citizen sounds from Alpha 11. No more huffing I would now like to present the goals of the mod. 1) Overhaul of the combat system with various civilization and rank upgrade bonuses. Civilizations will train better units of certain types, and rank upgrades of those types will be better. We had something similar in A16, with rank upgrades only being available to certain unit classes for some civilizations. Overpowered units will be nerfed, in time. Capturing will not be implemented. 2) Preserving the early vision of the project. I'm aware that developers and designers come and go, things change with addition of new civilizations and features, etc. But the core of the project still needs to exist, and one of the main goals of this mod is to provide players with an "what if things stayed stable for a few more years" option. 3) Reducing the base building phase of the game to a bare minimum that's needed to field armies and build a stout defense. The rest is on the player's skill to micro his/her units and use a proper army composition to counter his/her enemy. 4) Simplification of the economy. Females gather food from berries and fields faster. Cavalry hunts better than everyone else. Citizen Soldiers are slightly better at chopping wood, and much better at mining stone and metal. That's it. 5) Visual and graphical consistency. Unit portraits will have similar, retro-style textures. Units will be clearly distinguishable on the map. You will be able to tell a difference between unit ranks, for example. This is mostly complete in Alpha 9, I just tweaked some unit and building portraits. Also, the old Hellenic female portrait is back. I might have missed something out. In any case, this is still a work in progress and more is to come.
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I've just done a little demo, and you are correct. They don't have an animation for attacking. Sadly, the team is on a tight schedule and often these issues creep up. Sometimes, new units are introduced and some of them are missing animations. The most famous historical case being the Mauryan War Elephant.
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For correctness's sake, Temple of Apademak is the Kushites normal Temple. You can check the specific and generic names of the Temple in Alpha 23. Never mind, It's the same name in the latest alpha. I'm just trying to be smartass here and failing.
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Optimal farm placement in Imperia Vetera. Farms yield about the same food as the most upgraded ones in AoE2. Persians get a bonus 100 food per farm.
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@Fabius there was already a precedent for that, so it's possible. Elephants had a "Stench" aura in the early alphas. What that actually meant is they had 50% additional damage reduction from cavalry attacks.
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Digging through the old discussions, I've struck a gold mine. Here it is for some developer nostalgia https://docs.google.com/document/d/1PxeSahVf5J6h32jy2iqTHlnogtQSHPocXKqNSspyMUs/edit?tab=t.0
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@Dakara, yes. Alpha 9 was a good base to build upon.