Thorfinn the Shallow Minded Posted July 15, 2019 Report Share Posted July 15, 2019 While I'm not the hugest fan of hard counter systems, the one you've devised seems like an intuitive one, which I greatly appreciate. I'll look forward to seeing the results. 1 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 15, 2019 Report Share Posted July 15, 2019 (edited) Doesn't forgot Lancer class. Counters --- I still owe you the water supply. Edited July 15, 2019 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 15, 2019 Report Share Posted July 15, 2019 (edited) I don't think any cavalry should counter elephants, but overall this is a big improvement over the current public mod. Not as awesome as Delenda Est, but awesome nonetheless. IMHO the Skiritai need a rework, but I'm not sure if that's a whole other subject. Edited July 15, 2019 by wowgetoffyourcellphone 3 Quote Link to comment Share on other sites More sharing options...
borg- Posted July 16, 2019 Author Report Share Posted July 16, 2019 (edited) 31 minutes ago, wowgetoffyourcellphone said: I don't think any cavalry should counter elephants, but overall this is a big improvement over the current public mod. Not as awesome as Delenda Est, but awesome nonetheless. IMHO the Skiritai need a rework, but I'm not sure if that's a whole other subject. Nooo, is better than Dalenda Est hahaha. Well, are different proposals, is a gameplay/balance mod, I can not add things beyond what is necessary. Dalenda is open to all this and of course is a great mod, I had many ideas taken from the Dalenda, so tnx!!! This last version is actually very good, and has a giant leap compared to version 1.0.4. I'm looking forward to everyone playing soon. Edited July 16, 2019 by borg- 1 Quote Link to comment Share on other sites More sharing options...
borg- Posted July 16, 2019 Author Report Share Posted July 16, 2019 1 hour ago, Lion.Kanzen said: Doesn't forgot Lancer class. Counters --- I still owe you the water supply. Lancer cav are the cavalry spearmen, with bonus against cavalry and natural bonus vs infantry ranged units. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 16, 2019 Report Share Posted July 16, 2019 (edited) 24 minutes ago, borg- said: Nooo, is better than Dalenda Est hahaha. his counters was/are better but... But I'm not testing the last version. I agree with borg , he just can't add Terra magna factions and rest of things. Edited July 16, 2019 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
borg- Posted July 16, 2019 Author Report Share Posted July 16, 2019 (edited) 1 hour ago, Lion.Kanzen said: his counters was/are better but... But I'm not testing the last version. I agree with borg , he just can't add Terra magna factions and rest of things. In fact they are very similar counters, the difference is that he uses slight counter and I use hard counter. In my mod there are the natural counter, for example, in dalenda mod, infantry swordsmen has bonus vs all infantry, in my mod, he has natural infantry counter because your status. The same happens with spear cav, in dalenda, they have a bonus vs ranged infantry, in my mod this happens naturally. Me and @ValihrAnt did some testing this week, 40 swordsmen vs 40 spearmen, remais about 18 swordsmen. 40 spear cavalry vs 40 ranged infantry, remains about 25 spear cavalry. So it's not necessary to give these bonuses, preventing them from getting more confusing to new players. I forgot to mention that to some exceptions in the new version based on design document. For example, spartan spartiates has a bonus of 1.25x vs infantry too. Iber skimirsher rank 3 have flaming darts, bonus vs buildings. There are also some differences between units too, athen/sparta citizen hoplite has +5% health than other spearmen. Persian spearmen has less damage, but great pierce armour and a aura to protect archers. Persian immortal can change weapons, spear/archery. Gauls can build blacksmith in village phase. Well, there are many details for this new version, which can only be tree tech. Edited July 16, 2019 by borg- 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 16, 2019 Report Share Posted July 16, 2019 35 minutes ago, borg- said: they have a bonus vs ranged infantry, in my mod this happens naturally. but it feels unlike , vanilla ? Probably this my greatest worry. Quote Link to comment Share on other sites More sharing options...
borg- Posted July 16, 2019 Author Report Share Posted July 16, 2019 (edited) 11 minutes ago, Lion.Kanzen said: but it feels unlike , vanilla ? Probably this my greatest worry. At this point (counter system) it is the only unit that remains "equal" to the vanilla, but are stronger unit than vanilla. Swordsmen cavalry can do much damage if used correctly. Edited July 16, 2019 by borg- 1 Quote Link to comment Share on other sites More sharing options...
borg- Posted July 16, 2019 Author Report Share Posted July 16, 2019 36 minutes ago, plautus said: u need me for balance, we can test units 1v1 My name is PLautus Thank you, all help is welcome. 1 Quote Link to comment Share on other sites More sharing options...
borg- Posted July 16, 2019 Author Report Share Posted July 16, 2019 (edited) 8 minutes ago, plautus said: what's ur discord? borg-#0540 Edited July 16, 2019 by borg- Quote Link to comment Share on other sites More sharing options...
borg- Posted July 17, 2019 Author Report Share Posted July 17, 2019 31 minutes ago, ffffffff said: u have to resize the icons to keep their ratio in size This does not happen here, it's because you're using another mod together. Quote Link to comment Share on other sites More sharing options...
borg- Posted July 18, 2019 Author Report Share Posted July 18, 2019 3 hours ago, ffffffff said: this icons are distorted. this happen at u. What is distorted? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 18, 2019 Report Share Posted July 18, 2019 2 hours ago, borg- said: What is distorted? The building icons aren't square 1 Quote Link to comment Share on other sites More sharing options...
borg- Posted July 18, 2019 Author Report Share Posted July 18, 2019 (edited) 9 hours ago, wowgetoffyourcellphone said: The building icons aren't square It really is a little difficult to modify these scales. Edited July 18, 2019 by borg- Quote Link to comment Share on other sites More sharing options...
borg- Posted July 18, 2019 Author Report Share Posted July 18, 2019 16 minutes ago, ffffffff said: put same height same width. really not hard. this happen at u. When I altered number of icones, the dimensions had to be changed too. The current dimensions of vannila do not work with larger number of icons. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 18, 2019 Report Share Posted July 18, 2019 1 hour ago, borg- said: It really is a little difficult to modify these scales. I'm one of those who thinks another option is needed in the interface. Quote Link to comment Share on other sites More sharing options...
borg- Posted July 18, 2019 Author Report Share Posted July 18, 2019 <?xml version="1.0" encoding="utf-8"?> <object name="unitConstructionPanel" size="10 12 100% 100%" > <object size="0 0 100% 100%"> <repeat count="24"> <object name="unitConstructionButton[n]" hidden="true" style="iconButton" type="button" size="0 0 46 46" tooltip_style="sessionToolTipBottom"> <object name="unitConstructionIcon[n]" type="image" ghost="true" size="3 3 43 43"/> </object> </repeat> </object> </object> It looks like the original size is not an exact square. Quote Link to comment Share on other sites More sharing options...
borg- Posted July 18, 2019 Author Report Share Posted July 18, 2019 (edited) I've changed from 9 6 to 9 7, it seems a bit better, but overall they are not centralized. 9 7 9 6 Edited July 18, 2019 by borg- 1 Quote Link to comment Share on other sites More sharing options...
nani Posted July 18, 2019 Report Share Posted July 18, 2019 1 hour ago, ffffffff said: jaja @nani can you help him? Look him code change resolutions to fit 4 lines in build menu. tx code is here https://mod.io/mods/file/13913 https://0ad.mod.io/borg-expansion-pack Only option is to make them smaller 2 Quote Link to comment Share on other sites More sharing options...
borg- Posted July 18, 2019 Author Report Share Posted July 18, 2019 34 minutes ago, nani said: Only option is to make them smaller See, u nub @ffffffff Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 18, 2019 Report Share Posted July 18, 2019 2 hours ago, borg- said: It looks like the original size is not an exact square. Actually it is: 2 hours ago, borg- said: <object name="unitConstructionIcon[n]" type="image" ghost="true" size="3 3 43 43"/> i.e. 40×40. 47 minutes ago, nani said: Only option is to make them smaller Which is what I did in my mod ( https://github.com/0abc/0abc-a23 ) to accomodate 4×10=40 icons, with squares of 32×32. Quote Link to comment Share on other sites More sharing options...
borg- Posted July 19, 2019 Author Report Share Posted July 19, 2019 The new version is now available on mod io. hf 4 Quote Link to comment Share on other sites More sharing options...
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