king reza the great Posted May 13, 2021 Report Share Posted May 13, 2021 (edited) hi in this post i gonna report a issue about a25 why rome's camp doesnt cosist of metal? its easy to spam camps u can make camps everywhere only with 500 wood and destroying them is really annoying and takes long time. also they r very strong if u send ur army near them they die fast especially when there r many camps. also the swordmen/javs inside them can kill rams/eles easily. there must be a mechanism that doesnt let somebody spam many camps. u can add metal for building camps or limit their number to 2-3 i meant nobody can make more than 2-3 camps. also there should be a good distance limit between camps. Edited May 14, 2021 by king reza the great 4 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 13, 2021 Report Share Posted May 13, 2021 I think this is a great idea, reza-math, I approve as a fellow physicist. ; ) I will make a mod that increases the cost and sets number limit on these camps. But on the other hand they can't make sneaky siege anymore, so maybe they are not so OP. Also garrisoning dudes inside = idle time, so I am not sure many players will spam it. Valihrant tried to spam it and the strategy did not work. Also this is an issue about A24, not A22 right? Quote Link to comment Share on other sites More sharing options...
alre Posted May 13, 2021 Report Share Posted May 13, 2021 Make them cost metal and give them rams again. This change was much contested, so let's revert it. Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 13, 2021 Report Share Posted May 13, 2021 On 13/05/2021 at 3:45 PM, alre said: Make them cost metal and give them rams again. This change was much contested, so let's revert it. Expand How much metal cost? 300? Should I cost stone as well? Stone is so plentiful in A24. 1 Quote Link to comment Share on other sites More sharing options...
alre Posted May 13, 2021 Report Share Posted May 13, 2021 maybe not stone, so its price is differentiated in respect to the fortress. 300 is good, was it this the price it used to have in a23? Quote Link to comment Share on other sites More sharing options...
Dakara Posted May 13, 2021 Report Share Posted May 13, 2021 Roman camp are ok. But 500 WOOD 200 METAL SOUND GOOD. Quote Link to comment Share on other sites More sharing options...
Dizaka Posted May 13, 2021 Report Share Posted May 13, 2021 Roman camps needs siege to be built from them. Otherwise, they are just decorations on enemy territory. 4 Quote Link to comment Share on other sites More sharing options...
nani Posted May 13, 2021 Report Share Posted May 13, 2021 (edited) I make suggestion: Keep the same cost as of now: only 500 wood Keep the same minimun proximity from other camps (keep it as it is now) Lower the hp to 1500 Lower the max arrow count to half Lower max garrison to 30 Make optional upgrade for each camp of 500 metal (or stone idk) to increase by 2x the hp and arrow count (this could be two diferent upgrades too, metal for arrow, stone for hp) *** The upgrades would only affect the upgraded camp Allow to make siege again, maybe make it 30% slower to produce That I think would please people, easy to make easy to kill, leave enemy too much time with roman camp then is your fault he made upgrades. Edited May 13, 2021 by nani 5 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 13, 2021 Report Share Posted May 13, 2021 On 13/05/2021 at 6:23 PM, Dizaka said: Roman camps needs siege to be built from them. Otherwise, they are just decorations on enemy territory. Expand I agree, but at slow speed as nani suggested. I see a mod coming up. 1 Quote Link to comment Share on other sites More sharing options...
BreakfastBurrito_007 Posted May 14, 2021 Report Share Posted May 14, 2021 Brilliant @nani I think we just need to make sure that there is a reasonable amount of time for stopping the upgrade if one really wants to keep that enemy camp from getting stronger, perhaps a bit longer than current sentry to defense tower upgrade. Thoughts? 1 Quote Link to comment Share on other sites More sharing options...
king reza the great Posted May 14, 2021 Author Report Share Posted May 14, 2021 On 13/05/2021 at 3:38 PM, Yekaterina said: I think this is a great idea, reza-math, I approve as a fellow physicist. ; ) I will make a mod that increases the cost and sets number limit on these camps. But on the other hand they can't make sneaky siege anymore, so maybe they are not so OP. Also garrisoning dudes inside = idle time, so I am not sure many players will spam it. Valihrant tried to spam it and the strategy did not work. Also this is an issue about A24, not A22 right? Expand y my bad its for a25. a player really no need to garrison them with many units unless he see a army is coming. then he can defend using camps and wastes time of the opponent. even if the enemy destroy the camp he can build a new camp in the behind easily. Quote Link to comment Share on other sites More sharing options...
nani Posted May 14, 2021 Report Share Posted May 14, 2021 On 14/05/2021 at 5:13 AM, BreakfastBurrito_007 said: Brilliant @nani I think we just need to make sure that there is a reasonable amount of time for stopping the upgrade if one really wants to keep that enemy camp from getting stronger, perhaps a bit longer than current sentry to defense tower upgrade. Thoughts? Expand Yeah, that looks good Quote Link to comment Share on other sites More sharing options...
king reza the great Posted May 14, 2021 Author Report Share Posted May 14, 2021 On 13/05/2021 at 6:35 PM, nani said: I make suggestion: Keep the same cost as of now: only 500 wood Keep the same minimun proximity from other camps (keep it as it is now) Lower the hp to 1500 Lower the max arrow count to half Lower max garrison to 30 Make optional upgrade for each camp of 500 metal (or stone idk) to increase by 2x the hp and arrow count (this could be two diferent upgrades too, metal for arrow, stone for hp) *** The upgrades would only affect the upgraded camp Allow to make siege again, maybe make it 30% slower to produce That I think would please people, easy to make easy to kill, leave enemy too much time with roman camp then is your fault he made upgrades. Expand its great idea Quote Link to comment Share on other sites More sharing options...
BreakfastBurrito_007 Posted May 14, 2021 Report Share Posted May 14, 2021 Maybe the upgraded model for the camp could look super sick too! 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 14, 2021 Report Share Posted May 14, 2021 Here is my mod for the camp according to nani. Changes: 1. Health decreased from 2250 to 1500 2. Maximum garrison is 30 units 3. Maximum arrow count decreased from 15 to 7 4. Capturepoints decreased from 1500 to 1000rome-camp.zip 5. Capable of all Roman siege and ram (if captured by other civ), but rate of production decreased from 0.7 to 0.49. 6. Maximum range of defensive arrows is now 40 metres with damage 6.7 instead of 10. 7. Default arrow is 1 instead of 3. 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 15, 2021 Report Share Posted May 15, 2021 New update: camps can research a tech which increases max arrow count by 5, increases health to 2250 and increases max garrrison. rome-camp.zipFetching info... 1 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 15, 2021 Report Share Posted May 15, 2021 @king reza the great @nani tell me if this is what you wanted. 1 Quote Link to comment Share on other sites More sharing options...
king reza the great Posted May 15, 2021 Author Report Share Posted May 15, 2021 On 15/05/2021 at 9:01 AM, Yekaterina said: @king reza the great @nani tell me if this is what you wanted. Expand give me time to test it Quote Link to comment Share on other sites More sharing options...
king reza the great Posted May 15, 2021 Author Report Share Posted May 15, 2021 On 15/05/2021 at 9:01 AM, Yekaterina said: @king reza the great @nani tell me if this is what you wanted. Expand ok i tested it. i saw no changes. idk why. but it didnt change 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 15, 2021 Report Share Posted May 15, 2021 On 15/05/2021 at 4:48 PM, king reza the great said: ok i tested it. i saw no changes. idk why. but it didnt change Expand Reza you are using A24 right? I think you should be able to train rams from camps and use camp-reinforcement technology. If you check the health of camps and structure tree you will see a difference. Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 15, 2021 Report Share Posted May 15, 2021 rome-camp.zipFetching info... Extract this into your mods folder, activate the mod in the mod selector and restart the game a few times. Take a look at the structure tree for Romans. You should see the camp being able to train rams and onagers. 1 Quote Link to comment Share on other sites More sharing options...
nani Posted May 15, 2021 Report Share Posted May 15, 2021 Looks promising, siege should also have a production time penalty like the units and the upgrade should only affect the upgraded roman camp not all of them (possible no? @Stan`) Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 15, 2021 Report Share Posted May 15, 2021 On 15/05/2021 at 6:34 PM, nani said: Looks promising, siege should also have a production time penalty like the units and the upgrade should only affect the upgraded roman camp not all of them (possible no? @Stan`) Expand Yes. By default, camps are already on a -30% train rate penalty (BatchTimeModifier = 0.7). You suggested a further -30% penalty, which is 0.7x0.7=0.49 so I changed it. If you check the xml files you should see BatchTimeModifier = 0.49 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 15, 2021 Report Share Posted May 15, 2021 nani you should be able to feel that camps are training slower. If you want it to be slowed down even further I can make it so, but at that point the camp would be a bit rubbish. You should also see the decrement in their health bar. Only affecting one camp is a little bit difficult, but I think I can figure it out given some time. 1 Quote Link to comment Share on other sites More sharing options...
king reza the great Posted May 15, 2021 Author Report Share Posted May 15, 2021 On 15/05/2021 at 5:13 PM, Yekaterina said: rome-camp.zip 3 kB · 2 downloads Extract this into your mods folder, activate the mod in the mod selector and restart the game a few times. Take a look at the structure tree for Romans. You should see the camp being able to train rams and onagers. Expand when i active it like u say all games in lobby become black and i cant join them Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.