The starting maurya worker elephant is a good civilisation bonus. However currently the player is not encouraged to train more. This patch aims at reducing the cost and train time of the elephant to help fix that, and also decreases armor level (which was unnatural before, the elephant was very tanky for no reason).
I put the armor at 1 Hack and 1 Pierce but if people prefer I can also do 0 Hack and 0 Pierce
Details
Agree this is an improvement.
Diff Detail
- Lint
Lint Skipped - Unit
Unit Tests Skipped
Event Timeline
binaries/data/mods/public/simulation/templates/units/maur_support_elephant.xml | ||
---|---|---|
4–5 ↗ | (On Diff #12520) | This means they take +52% hack damage and +109% pierce damage. |
12–15 ↗ | (On Diff #12520) | For comparison:
(and those aren't mobile). |
binaries/data/mods/public/simulation/templates/units/maur_support_elephant.xml | ||
---|---|---|
4–5 ↗ | (On Diff #12520) | Yes, I think it's fine. They still are tankier than unarmored human units due to their HP, and the previous values really weren't logical (especially when compared to the archer on elephant units). This reduction will avoid them being potentially used as tank units after this patch. |
12–15 ↗ | (On Diff #12520) | Yes, but civic center training queue is very valuable due to it training primary eco gathering units and having a hole there slows economy, so I think it's fine too (but feedback from more people is welcomed here) |
binaries/data/mods/public/simulation/templates/units/maur_support_elephant.xml | ||
---|---|---|
4–5 ↗ | (On Diff #12520) | How about 2, 5, 10? That means they effectively take +37% damage. Given their structure-like function, they shouldn't be too vulnerable to ranged attacks. |
12–15 ↗ | (On Diff #12520) | Moving the worker elephant from the centre to e.g. the corral is probably not a good idea. It's a bit unfortunate the elephant stable is a town phase structure. |
binaries/data/mods/public/simulation/templates/units/maur_support_elephant.xml | ||
---|---|---|
4–5 ↗ | (On Diff #12520) | Well, that's better than the values before the patch but still, I don't see why the elephant should be more resistant to arrows since after all, it's not a building. |
12–15 ↗ | (On Diff #12520) | Even if it was done I'm unsure it would have been worth it to build the corral just to train worker elephants. |
I like the changes, and it's something that should have been done some time ago.
The main reason for not training is the long training time, it affects the economy a lot.
My suggestion for values:
Cost 120f and armour 2/2.
There are many ways either when the author agrees you can comandeer the patch or you can also updating the patch by pushing your changes to this patch.
Changes is good, i will like see this patch commited, but feldfeld offline for weaks.
Yes. Feel free to update the patch, like I did, or if you intend to make further changes, consider commandeering it.
I actually dislike this patch, but if others really think it's an improvement, I have no real objections, worker elephants are not that important.
I'm trying to update the patch but I'm not getting it, am I doing something wrong?
Anyway the values I changed are armor 2/2 and health for 200 (it doesn't make sense to have more health than an archer elephant).
This patch needs to be rebased. The training time was already reduced to 15. Also, please remove the <Loot/xp>, worker elephants can't attack.
I agree with a reduction in resistance, but am not convinced reductions in health or cost are necessary; they're mobile and accept all resources; 150 food is cheaper than two farmsteads or storehouses (2×100 wood).
Anyway, I like the numbers proposed, they are better than the current situation.
@soloooy0 asked for this armor reduction because it looked a little mean, giving so many hits in an animal unit that cannot defend itself.
This doesn't seem blatantly overpowered / borg wants it / valirhant & feldfeld are OK with it -> merge.