scythetwirler Posted December 22, 2014 Report Share Posted December 22, 2014 Changes made:Differentiation of skirmishers and archersCiv-specific unit\buildings perks and bonusesFormation Enabling/Disabling Toggle (see ticket #2936)Stronger champions and heroesNerfing of Persian Cavalry (so that they are consistent with those of other civs). This may turn out differently during civ differentiation stage, as Persians were noted for their strong cavalry.Disabling of cavalry "auto-micro"Making siege weapons considerably more effective than foot/cavalry soldiers against structures.Decreasing accuracy of bolt shooters.The current stage of balancing is Release Testing. This branch has been merged into SVN. XP and ranking up are currently disabled until relative templates are committed for ease of balancing. The repository is located at https://github.com/scythetwirler/0ad/ (branch 'balance'). You can see the changes at the bottom of that page (though I may forget to update that with changes).The branch will set you up to join a separate lobby for this branch.Installing the branch:WindowsDownload GitHub for Windows and open the application Git Shell. From that window, type in the following commands:mkdir 0ad-balancecd 0ad-balancegit clone https://github.com/scythetwirler/0ad.git The last command will take a while to execute, as it will download an approximately 4-6 GB repository.When the git clone has finished, you can run the game using pyrogenesis.exe (most likely in your Documents/GitHub/0ad-balance/0ad/binaries/system/ folder).LinuxInstall git on your distribution of Linux and create a folder in which you want to download the repository. Run the following command to start the download:git clone https://github.com/scythetwirler/0ad.git The last command will take a while to execute, as it will download an approximately 4-6 GB repository.When the git clone has finished, you will need to compile the game. See BuildInstructions for compiling instructions (SKIP the "Getting the code" section). After compiling, you should be able to run the game using pyrogenesis (in your 0ad/binaries/system/ directory).Branches:master - Copy of the 0ad git repository.experimental - cutting edge changes that have not been thoroughly tested (both technical and balance). Please use this version to test unless it does not function due to recent changes in code.stable - technical stable version Fallback if the experimental branch does not function due to recent changes in code.To switch between branches, simply open git shell and typecd 0ad-balance/0adgit checkout branch_name Keeping up to date:I will make frequent adjustments to balance.Windows:Open git shell and type incd 0ad-balance\0ad\git pull Linux:cd inside your 0ad/ folder and rungit pull If there are source changes (usually if there's a merge commit), then you will have to recompile (BuildInstructions). 4 Quote Link to comment Share on other sites More sharing options...
thamlett Posted December 23, 2014 Report Share Posted December 23, 2014 This will be interesting... Quote Link to comment Share on other sites More sharing options...
niektb Posted December 23, 2014 Report Share Posted December 23, 2014 Even faster shooting rate for archers? They already shoot as fast as machine guns! 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 23, 2014 Report Share Posted December 23, 2014 More hero and champion units health , Attack , armor. Actually are weak compared with cost, especially infantry. Quote Link to comment Share on other sites More sharing options...
scythetwirler Posted December 23, 2014 Author Report Share Posted December 23, 2014 Even faster shooting rate for archers? They already shoot as fast as machine guns! Misworded it. Their rate of attack is the same as before, but their rate of attack is now faster than that of other ranged units (other ranged unit rate of fire was decreased). 1 Quote Link to comment Share on other sites More sharing options...
av93 Posted December 23, 2014 Report Share Posted December 23, 2014 Something should be done with the rams. They have a tank armor against pierce units, a fact that it's okay with ranged, but they are OP against spearman infantry and cavalry. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 23, 2014 Report Share Posted December 23, 2014 Something should be done with the rams. They have a tank armor against pierce units, a fact that it's okay with ranged, but they are OP against spearman infantry and cavalry.Agree, ----Why Attack the units , may be can Attack units if have units inside( garrison) 1 Quote Link to comment Share on other sites More sharing options...
zzippy Posted December 23, 2014 Report Share Posted December 23, 2014 Something should be done with the rams. They have a tank armor against pierce units, a fact that it's okay with ranged, but they are OP against spearman infantry and cavalry.Why should pierce dealing melee units do damage to a ram?You need hack dealing units. Guess the problem with op rams will solve itself when champions get buffed, so you can use hack_dealing_champions vs rams. 2 Quote Link to comment Share on other sites More sharing options...
av93 Posted December 25, 2014 Report Share Posted December 25, 2014 If I recall correctly (right now I don't have the game installed to test it) 1 ram could beat 10 spearman... somebody can prove? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 25, 2014 Report Share Posted December 25, 2014 If I recall correctly (right now I don't have the game installed to test it) 1 ram could beat 10 spearman... somebody can prove? 3-5 I think, the Ai does to my, I hate that hahaha Quote Link to comment Share on other sites More sharing options...
Peregriino Posted December 26, 2014 Report Share Posted December 26, 2014 I think the better way tou counter siege weapons are horsemans, but spearmen cav have similar problems with that. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 26, 2014 Report Share Posted December 26, 2014 Why should pierce dealing melee units do damage to a ram?You need hack dealing units. Guess the problem with op rams will solve itself when champions get buffed, so you can use hack_dealing_champions vs rams.Why should melee units deal pierce damage, which is an analogue to projectiles like arrows? Quote Link to comment Share on other sites More sharing options...
zzippy Posted December 26, 2014 Report Share Posted December 26, 2014 (edited) Why should melee units deal pierce damage, which is an analogue to projectiles like arrows?.....showing the lance piercing the side of Jesus on the cross. http://en.wikipedia.org/wiki/Holy_Lance-------------------------------------------------------------------------------------Cuz a spear is a melee weapon which causes pierce damage? Edited December 26, 2014 by zzippy Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 26, 2014 Report Share Posted December 26, 2014 This is a video game. Melee is represented by the hack statistics. Ranged piercing projectiles are represented by the pierce statistic. You would be able to balance a lot better if you just stopped fighting this. Quote Link to comment Share on other sites More sharing options...
zzippy Posted December 26, 2014 Report Share Posted December 26, 2014 (edited) So, a sword cannot deal both (hack & pierce)? A spear cannot deal pierce? Cuz this is a game?Didn't know this... thanks a lot. Edited December 26, 2014 by zzippy 2 Quote Link to comment Share on other sites More sharing options...
av93 Posted December 26, 2014 Report Share Posted December 26, 2014 (edited) I understand the logic of spearman dealing pierce damage, but imho rams shouldn't be able to kill 1 single unit, cause rams could be used like tanks. I repeat that if somebody can help to test it cause right now I haven't 0 a.d installed, that would help. This is my argument, so I think that I can't add more about it. Maybe it's a matter of opinions. There are more features to balance, so carry on. But please be polite, I want to discuss, not to fight. Edited December 26, 2014 by av93 1 Quote Link to comment Share on other sites More sharing options...
bouke Posted December 26, 2014 Report Share Posted December 26, 2014 Thinking of rams: every melee unit should deal great damage to a ram, maybe not 1 can kill a ram, but 2 or 3 melee units of any type (cav, spear, sword). Ranged units should have a hard time against rams, they will do very little damage to a ram and can easily be killed by a ram if you don't run away. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 26, 2014 Report Share Posted December 26, 2014 This can be nice be more democratically, many of our agree with Rams are OP and Don't perform a realistic portrait. Even for gameplay reason isn't good, in any other RTS this happens. Quote Link to comment Share on other sites More sharing options...
zzippy Posted December 26, 2014 Report Share Posted December 26, 2014 Erm, rams_attacking_units just is a placeholder, remember? Pathfinding issue, otherwise it is easily possible (a16) to block a ram with units ... Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 26, 2014 Report Share Posted December 26, 2014 Erm, rams_attacking_units just is a placeholder, remember? Pathfinding issue, otherwise it is easily possible (a16) to block a ram with units ... sorry i didn't know, may be can be good have less attack Quote Link to comment Share on other sites More sharing options...
bouke Posted December 26, 2014 Report Share Posted December 26, 2014 I think there are two ways to make the ram weaker:1. like Lion said "less attack".2. let not every attack hit the attacked unit, like ranged units don't hit there enemy with every shot. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 26, 2014 Report Share Posted December 26, 2014 Decreasing the accuracy of range units specially archers ( they shot by long distance) and time reloading , see total war series specially Rome total war 1 Quote Link to comment Share on other sites More sharing options...
scythetwirler Posted December 27, 2014 Author Report Share Posted December 27, 2014 In Alpha 17, 5 spearmen will beat a ram. That's (50F+50W) times 5 = 250F+250W. A single ram costs 350W + 200M. Spearmen are also faster and more maneuverable. Quote Link to comment Share on other sites More sharing options...
thamlett Posted December 27, 2014 Report Share Posted December 27, 2014 more maneuverable than what? a ram? Currently, there is really no implementation of such, since unless the way is blocked with obstructions they turn at the same speed and go only a little bit slower: not really an advantage in close combat Quote Link to comment Share on other sites More sharing options...
scythetwirler Posted December 28, 2014 Author Report Share Posted December 28, 2014 Rams are intended for sieging structures; using them to target infantry is not efficient. That being said, infantry can surround a ram and effectively halt its progress.Also, a siege weapon should be considered a top priority target when it is sighted. It's quite possible to concentrate a regiment of infantry on the siege weapon and take it out quickly. Quote Link to comment Share on other sites More sharing options...
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