Barcodes Posted Wednesday at 14:50 Report Share Posted Wednesday at 14:50 As we know, Kushites are one of the least used civs, if not the least used, but they have the large pyramid available to increase unit damage, hack and pierce resistance. I was thinking instead of the large pyramid having 70 meters range, I think it should be either unlimited range, but arguably that could be too OP or, alternatively, increasing the range so it's within territory of your base. This way it will not be disadvantaged compared to other civs such as Mauryas or Persians, to whom have 220 pop limit to compensate. 1 Quote Link to comment Share on other sites More sharing options...
0 calories Posted Wednesday at 16:19 Report Share Posted Wednesday at 16:19 so far it is most played civ by me maybe if they could place large pyramid anywhere they want... and not capturable just destoryed by rams.. 1 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted Wednesday at 16:52 Report Share Posted Wednesday at 16:52 1 hour ago, Barcodes said: large pyramid having 70 meters range, I think it should be either unlimited range, I like this idea. The Kushite buildings occupy too much of their aura themselves so that their aura is quite limited. I recommend increase the aura range of large pyramid to maybe 140m and large temple to 60m to decrease the buildings' obstruction. 2 Quote Link to comment Share on other sites More sharing options...
Emacz Posted Wednesday at 17:02 Report Share Posted Wednesday at 17:02 10 minutes ago, Seleucids said: I like this idea. The Kushite buildings occupy too much of their aura themselves so that their aura is quite limited. I recommend increase the aura range of large pyramid to maybe 140m and large temple to 60m to decrease the buildings' obstruction. making that change on historical, its intersting idea, and i like it! 3 1 Quote Link to comment Share on other sites More sharing options...
Barcodes Posted Wednesday at 17:57 Author Report Share Posted Wednesday at 17:57 1 hour ago, 0 calories said: so far it is most played civ by me maybe if they could place large pyramid anywhere they want... and not capturable just destoryed by rams.. yeahhh, either way, any decent player who sees the pyramid will just avoid it and i'm pretty sure all your units can't be on the pyramid if you have a 100+ army so it's quite pointless really and it's not cheap either Quote Link to comment Share on other sites More sharing options...
Arup Posted yesterday at 03:08 Report Share Posted yesterday at 03:08 Buff archers and kush will be good again 1 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted yesterday at 09:42 Report Share Posted yesterday at 09:42 6 hours ago, Arup said: Buff archers and kush will be good again We don't want A24 to return though 220 pop for kushites might be too OP, because they have mercs to save themselves. The other 220 pop civs all have fatal flaws that make this necessary. Another idea is to give Kushites a 5% pop bonus, so they become 210 pop limit in a 200 pop game. 1 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted yesterday at 10:31 Report Share Posted yesterday at 10:31 Regarding @Barcodes proposal on pyramids, I've tested some values and I've made a pull request with the following changes: 1. Temple of Amun's healing range increases from 40m to 70m. This is because the building itself occupies most of the area within its aura, so there is not much space left for the units to be healed, espcially on the corners. Increasing to 70m gives ample space for units to stand nearby and heal. 2. Large Pyramid aura range increased to 100m. This radius is approximately the width of a late game army (120~130) units in close order formation. The previous 70m is too small to affect the whole army, especially considering the size of the pyramid itself and the likelihood of buildings / complicated landform around it. 100m should give sufficient space for the aura to have a strategic impact. However, 140m or greater values might be too OP, so let's be conservative here. The idea of the circular aura is being able to use this building to give you an advantage while invading an enemy bordering you; you are covered by the aura even when you are inside enemy territory. Similarly, it provides you with an advantage at defending against incoming attacks, which is what Kushites are weak at. https://gitea.wildfiregames.com/0ad/0ad/pulls/7963 1 Quote Link to comment Share on other sites More sharing options...
Emacz Posted 22 hours ago Report Share Posted 22 hours ago 12 hours ago, Arup said: Buff archers and kush will be good again Historical reduces their pierce dmg, but gives them poison dmg which bypasses resistances Quote Link to comment Share on other sites More sharing options...
Stan` Posted 20 hours ago Report Share Posted 20 hours ago What are the grounds for poison damage ? 1 Quote Link to comment Share on other sites More sharing options...
Emacz Posted 13 hours ago Report Share Posted 13 hours ago 7 hours ago, Stan` said: What are the grounds for poison damage ? what do you mean? like why did we add it? or how do we use it with kush? Quote Link to comment Share on other sites More sharing options...
Arup Posted 10 hours ago Report Share Posted 10 hours ago 2 hours ago, Emacz said: what do you mean? like why did we add it? or how do we use it with kush? yes, he's asking abt the historical context Quote Link to comment Share on other sites More sharing options...
Barcodes Posted 9 hours ago Author Report Share Posted 9 hours ago 17 hours ago, Seleucids said: Regarding @Barcodes proposal on pyramids, I've tested some values and I've made a pull request with the following changes: 1. Temple of Amun's healing range increases from 40m to 70m. This is because the building itself occupies most of the area within its aura, so there is not much space left for the units to be healed, espcially on the corners. Increasing to 70m gives ample space for units to stand nearby and heal. 2. Large Pyramid aura range increased to 100m. This radius is approximately the width of a late game army (120~130) units in close order formation. The previous 70m is too small to affect the whole army, especially considering the size of the pyramid itself and the likelihood of buildings / complicated landform around it. 100m should give sufficient space for the aura to have a strategic impact. However, 140m or greater values might be too OP, so let's be conservative here. The idea of the circular aura is being able to use this building to give you an advantage while invading an enemy bordering you; you are covered by the aura even when you are inside enemy territory. Similarly, it provides you with an advantage at defending against incoming attacks, which is what Kushites are weak at. https://gitea.wildfiregames.com/0ad/0ad/pulls/7963 Excellent improvement, also maybe consider the Iberian revered monument, that is only 50 meters as well. Quote Link to comment Share on other sites More sharing options...
Barcodes Posted 9 hours ago Author Report Share Posted 9 hours ago 18 hours ago, Seleucids said: We don't want A24 to return though 220 pop for kushites might be too OP, because they have mercs to save themselves. The other 220 pop civs all have fatal flaws that make this necessary. Another idea is to give Kushites a 5% pop bonus, so they become 210 pop limit in a 200 pop game. All archer civs should have 220 pop due to their disadvantage if played with regular infantry, particularly carthaginians as they're very limited, no champ infantry and only champ cav through temples. Quote Link to comment Share on other sites More sharing options...
Arup Posted 8 hours ago Report Share Posted 8 hours ago 1 hour ago, Barcodes said: no champ infantry sacred bahl infantry left the chat 1 Quote Link to comment Share on other sites More sharing options...
Barcodes Posted 8 hours ago Author Report Share Posted 8 hours ago 10 minutes ago, Arup said: sacred bahl infantry left the chat oh yeah forgot about them, still tho only in temples Quote Link to comment Share on other sites More sharing options...
Stan` Posted 7 hours ago Report Share Posted 7 hours ago 2 hours ago, Arup said: yes, he's asking abt the historical context ^ Quote Link to comment Share on other sites More sharing options...
Emacz Posted 10 minutes ago Report Share Posted 10 minutes ago 9 hours ago, Barcodes said: All archer civs should have 220 pop due to their disadvantage if played with regular infantry, particularly carthaginians as they're very limited, no champ infantry and only champ cav through temples. they have champ infantry spearman.... Quote Link to comment Share on other sites More sharing options...
Emacz Posted 7 minutes ago Report Share Posted 7 minutes ago 7 hours ago, Stan` said: ^ pretty sure it game from this very extensive post on the forums, its where we got most of our kush info. But I'll have to double check and see if it came from somewhere else. Quote Link to comment Share on other sites More sharing options...
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