LienRag Posted November 11, 2023 Report Share Posted November 11, 2023 13 hours ago, alre said: - what if it's a substantial temporary bonus for units that have just been trained (buff to reinforcements) ??? Quote Link to comment Share on other sites More sharing options...
zozio32 Posted November 13, 2023 Report Share Posted November 13, 2023 should not be limited to infantry I think. The biggest benefit should be for siege stuff, merchant, then infantry, then cavalry. Quote Link to comment Share on other sites More sharing options...
Atrik Posted November 13, 2023 Report Share Posted November 13, 2023 On 10/11/2023 at 8:21 PM, alre said: - what if it's a substantial temporary bonus for units that have just been trained (buff to reinforcements) Another idea is to apply the bonus in own territory only. I don't know any bonuses that apply by territory, even in unreleased civs but maybe could be worth introducing this. Example: 'Roman Roads Cost 500 Stones, 300 Food Own and allied units +1.5 Walk and Run speed, when in own territory; but enemy units in own territory +1 Walk and Run speed.' Applying an absolute bonus value would in benefits slower units most (Siege, then Infantry, then Cavalry etc..), @zozio32. Quote Link to comment Share on other sites More sharing options...
zozio32 Posted November 13, 2023 Report Share Posted November 13, 2023 (edited) 1 hour ago, Atrik said: Another idea is to apply the bonus in own territory only. I don't know any bonuses that apply by territory, even in unreleased civs but maybe could be worth introducing this. Example: 'Roman Roads Cost 500 Stones, 300 Food Own and allied units +1.5 Walk and Run speed, when in own territory; but enemy units in own territory +1 Walk and Run speed.' Applying an absolute bonus value would in benefits slower units most (Siege, then Infantry, then Cavalry etc..), @zozio32. yep, absolute bonus should do well instead. Question is, do all the units, even enemie's unit benefit from the road? Edited November 13, 2023 by zozio32 Quote Link to comment Share on other sites More sharing options...
alre Posted November 13, 2023 Report Share Posted November 13, 2023 1 hour ago, Atrik said: Another idea is to apply the bonus in own territory only. I don't know any bonuses that apply by territory, even in unreleased civs but maybe could be worth introducing this. Example: 'Roman Roads Cost 500 Stones, 300 Food Own and allied units +1.5 Walk and Run speed, when in own territory; but enemy units in own territory +1 Walk and Run speed.' Applying an absolute bonus value would in benefits slower units most (Siege, then Infantry, then Cavalry etc..), @zozio32. someone should make a patch to make territory-specific bonus available. we lack that feature. 1 Quote Link to comment Share on other sites More sharing options...
Outis Posted November 13, 2023 Report Share Posted November 13, 2023 On 27/09/2023 at 6:33 PM, Carltonus said: It has reasonable changes for the next alpha, but will the reformed Spartan Pikemen be of good use in the future? A further suggestion could be a forked technology for city phase: one for traditional and other reform; the latter will have the pikemen, walls, and three new heroes of the late era, among others. Another distinction for the Spartans! Historically, Cleomenes III implemented several reforms which included increasing the number of Spartan citizens and introducing the sarissa to the army. Spartan pikemen could be an option unlocked by selecting him as a hero? Quote Link to comment Share on other sites More sharing options...
LienRag Posted December 8, 2023 Report Share Posted December 8, 2023 Shouldn't one Civ get the ability to recruit enemy units once they conquer their town center ? Wasn't it more or less what Alexander did during his conquest ? 1 Quote Link to comment Share on other sites More sharing options...
Grautvornix Posted December 9, 2023 Report Share Posted December 9, 2023 DIdn't check in detail for all civs, but I believe once an enemy's CC (or barracks) has been captured you can train your own units (not the enemy type of units though). Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted December 9, 2023 Report Share Posted December 9, 2023 @Grautvornix For some reason (I forgot) you can train less types of units than with a CC or barracks you built yourself; I think embassies are the only buildings which will grant you access to other unit types. Quote Link to comment Share on other sites More sharing options...
Grautvornix Posted December 9, 2023 Report Share Posted December 9, 2023 That's correct. Most probably this has been designed because you always get better quality troops (motivation) from your home country than from an occupied country. Just speculating. Quote Link to comment Share on other sites More sharing options...
LienRag Posted December 10, 2023 Report Share Posted December 10, 2023 On 09/12/2023 at 4:45 PM, Grautvornix said: DIdn't check in detail for all civs, but I believe once an enemy's CC (or barracks) has been captured you can train your own units (not the enemy type of units though). Yes, I know. But having one Civ getting the tech to incorporate conquered enemies (and consequently being able to recruite enemy units type in the conquered barracks/stables/ambassies/whatever) would be interesting imho. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 31 Report Share Posted January 31 There should be more than one unique technology per faction. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 31 Report Share Posted January 31 (edited) On 25/09/2023 at 3:05 PM, wowgetoffyourcellphone said: I think the easiest thing to do would be to make formations unlockable with a special tech. For example, if you had a Hellenistic Reforms tech for the Spartans, it could simultaneously unlock Spartan pike units and unlock the Syntagma formation.  This is the strongest problem with "formation bonuses" because the game still doesn't have hard formations (yet?). As you indicate, once the formation stops moving the soldiers go off and do their own thing. They are technically still in the same formation, but they path apart. The best way to simulate a formation bonus is to look at what Delenda Est does for Hoplites and Pikemen. It gives a small aura to these units which effects units around them: { "type": "range", "radius": 2.5, "affects": ["Hoplite"], "affectedPlayers": ["Player", "Ally"], "modifications": [ {"value": "Resistance/Entity/Damage/Hack", "add": 2}, {"value": "Resistance/Entity/Damage/Pierce", "add": 2}, {"value": "Resistance/Entity/Damage/Crush", "add": 2} ], "auraName": "Shield Wall", "auraDescription": "Hoplite-style infantry give other Hoplite-style infantry +2 hack, +2 pierce, and +2 crush resistance within range of each other. This does not stack or multiply.", "overlayIcon": "art/textures/ui/session/auras/standground.png", "stackable": false } { "type": "range", "radius": 3, "affects": ["Infantry Pike"], "affectedPlayers": ["Player", "Ally"], "modifications": [ {"value": "Attack/Melee/Damage/Hack", "multiply": 1.05}, {"value": "Resistance/Entity/Damage/Hack", "add": 1}, {"value": "Resistance/Entity/Damage/Pierce", "add": 1}, {"value": "Resistance/Entity/Damage/Crush", "add": 1} ], "auraName": "Massed Pikes", "auraDescription": "Player and allied Pike Infantry boost each others' attack by +5% within 3 meters. This effect 'stacks', so that the more Pike Infantry fighting together en mass, the more effective this becomes (+10%, +15%, +20% etc.). Resistance also increased +1 for all types.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png", "stackable": true }  Because the range of these auras is so small, it usually requires the Phalanx or Syntagma formations respectively in order for the auras to apply. Yes. The units should have a whole level of practice and development a tactical techniques in a form of technology. Sometimes we forget technology with respect to military doctrine.  Edited January 31 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 4 Report Share Posted February 4 Egyptians (Ptol) https://en.m.wikipedia.org/wiki/Shadoof https://ageofempires.fandom.com/es/wiki/Shaduf  Shadoof. In AoM reduces the farms cost. 1 Quote Link to comment Share on other sites More sharing options...
LienRag Posted February 6 Report Share Posted February 6 On 04/02/2024 at 6:42 AM, Lion.Kanzen said: Egyptians (Ptol) Shadoof. In AoM reduces the farms cost. Should improve productivity of farms that are next to water... 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 13 Report Share Posted February 13 @soloooy0 He has been asking for Soliferrum for Iberians for years. It would be a good idea to implement this. Soliferrum or Soliferreum (Latin: solus, "only" + ferrum, "Iron") was the Roman name for an ancient Iberian ranged pole weapon made entirely of iron. The soliferrum was a heavy hand-thrown javelin, designed to be thrown to a distance of up to 30 meters. In the Iberian language it was known as Saunion. Quote Link to comment Share on other sites More sharing options...
Barcodes Posted February 19 Report Share Posted February 19 On 25/9/2023 at 5:05 PM, borg- said: Hey guys, We on the balance team are working on some gameplay improvements for the next alpha (27). Our main objective is to bring some elements to differentiate civilizations from each other. We want to provide some incentive for players to step out of their comfort zone and usual strategies. Work is progressing and we appreciate if you can help us. We would like to hear your ideas about unique technologies. Be creative here and remember that the characteristics of 0 A.D. must be maintained, therefore it is necessary to respect the need for a correct historical context. Remembering that technology can also be for more than one civilization, as happens with the "Hoplite Tradition", for example Don't worry at first about the issue of balance, we can balance things, just focus on the idea at first. I look forward to reading your ideas. Thank you everyone and stay well not sure why it's not already a thing but when you make a new cc/military colony or taking one, you should get a pop bonus Quote Link to comment Share on other sites More sharing options...
Obelix Posted February 20 Report Share Posted February 20 The idea was planned for the abandoned idea of a territories game mod. As trac is down (again), I can only refer to archived pages: https://web.archive.org/web/20230325105612/https://trac.wildfiregames.com/wiki/Background%3A_Territories I couldn't find tickets via Google Site Search. Therefore I guess, there's none for that idea-or I did a bad research. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 7 Report Share Posted March 7 (edited) Thumb rings for Kushites. Â Bonus for archery units. Accuracy for shooting and faster firing. It would be necessary to rebalance if they already shoot quickly. Â https://ageofempires.fandom.com/wiki/Thumb_Ring Ethiopians are the equivalent to Kushites. The Ethiopian Archer line already fires 18% faster due to their civilization bonus and have access to Thumb Ring. As a result, they have the fastest firing foot archers in the game. Edited March 7 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 7 Report Share Posted March 7 It's one of the reasons why I don't like ranged units firing so fast by default or being so accurate by default. We have no room for techs to increase firing rate or accuracy if they're already machine guns. 2 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 7 Report Share Posted March 7 26 minutes ago, wowgetoffyourcellphone said: It's one of the reasons why I don't like ranged units firing so fast by default or being so accurate by default. We have no room for techs to increase firing rate or accuracy if they're already machine guns. When a new technology is introduced and there is no room to improve, it is best to downgrade the unit and the technology returns it to how it was before. We must downgrade the Kushite archer then upgraded by a tech. With that change. I know how angry they are going to be with that change. The downgrade thing is good to introduce new technologies and leave the units in their current state after going through technology. For example, you say and it seems correct to me that the units have a lot of LoS. The best thing would be to add one or 2 technologies (even more) to improve the LoS, but first the LOS would have to be reduced and then increased with new technologies to the current state. How much is the current LoS? How much is the actual kushite archer firing rating? 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 7 Report Share Posted March 7 I'm going to make a post about technologies for the next alphas. It will not just be new technologies but new types of technologies.Reversible technologies. I need to have you help me with this @wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 7 Report Share Posted March 7 Romans :Â Cultural awareness training. The Romans were well versed in how to distinguish their enemies by their culture on the battlefield. More accuracy for shooting for range units. Â Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 7 Report Share Posted March 7 (edited) Â It is definitely valuable information. Â About Nubian archery. Edited March 7 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 28 Report Share Posted April 28 Carthage: thalassocracy. https://en.m.wikipedia.org/wiki/Thalassocracy  Quote Link to comment Share on other sites More sharing options...
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