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[gameplay] more realistic cavalry speed
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Authored by borg- on Aug 15 2020, 6:13 PM.

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Balancing
Summary

The idea of this patch is to bring more realism to the cavalry. Currently light cavalry is slower than heavy cavalry, which makes no sense. The reason heavy cavalry is faster is purely gameplay, but that is also a problem.
Spear cavalry can handle light cavalry but cannot reach sword cavalry.

The patch approximates the movement speed for cavalry, 18.0 for jave / archer and 19.6 for spear / sword / axman. The difference is low and makes it possible for heavy cavalry to chase the lighter.

The other ways to make the units balanced without having to go against realism. Soon balancing patches for the units should appear, which should improve even more.

D2966 is a complement to this patch.

Test Plan

check mistakes.

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Event Timeline

borg- requested review of this revision.Aug 15 2020, 6:13 PM
borg- created this revision.
Nescio edited reviewers, added: Balancing; removed: Restricted Owners Package.Aug 15 2020, 8:55 PM
Nescio added a subscriber: ValihrAnt.

While I like the technology changes, I'm unsure about the cavalry template changes, since it's the exact opposite @ValihrAnt proposed in D2585. Maybe split this patch in two?
Also, svn mv speed_cavalry_01.json cavalry_movement_speed.json

data/technologies/speed_cavalry_01.json
11–12 ↗(On Diff #13201)

Why?

templates/template_unit_cavalry_ranged.xml
34–36 ↗(On Diff #13201)

Why?

Nescio added inline comments.Aug 15 2020, 9:00 PM
data/technologies/speed_cavalry_01.json
4 ↗(On Diff #13201)

Maybe a bit more, e.g. 200 food + 100 metal?

9 ↗(On Diff #13201)

Cavalry +10% movement speed.

borg- updated this revision to Diff 13231.Aug 18 2020, 12:21 AM
borg- edited the summary of this revision. (Show Details)

Up without techs.

borg- edited the summary of this revision. (Show Details)

Up without techs.

Thank you.
Did you consider giving all cavalry types different speeds? E.g. archer > javelineer > axeman > swordsman > spearman. And perhaps health in the opposite direction (i.e. faster units are killed quicker)?
That said, I have no strong opinions on this patch either way. Nonetheless, I think @ValihrAnt's opinion is important in this case, because of D2585, as mentioned earlier.

templates/template_unit_cavalry_ranged.xml
34–36 ↗(On Diff #13231)

Please define this not here, but in *_archer.xml and *_javelineer.xml.

borg- added a comment.Aug 18 2020, 8:24 PM

Up without techs.

Thank you.
Did you consider giving all cavalry types different speeds? E.g. archer > javelineer > axeman > swordsman > spearman. And perhaps health in the opposite direction (i.e. faster units are killed quicker)?
That said, I have no strong opinions on this patch either way. Nonetheless, I think @ValihrAnt's opinion is important in this case, because of D2585, as mentioned earlier.

Vali patch is outdated.
The speed of jave cavalry is the same as that of archers, the path does not change this.

borg- removed a subscriber: ValihrAnt.

Vali patch is outdated.
The speed of jave cavalry is the same as that of archers, the path does not change this.

That's exactly the problem. Why are the Ptolemies so strong? Because most civs don't have a counter to their cavalry archers in p1. What am I meant to do if I'm the Athenians, Gauls, Britons, Iberians, Seleucids or Spartans? I can't counter with javelin cavalry or any infantry due to hit and run. I can't counter with towers because the camel archers can either outrange them or take an alternate angle. The only chance for me to win in that matchup is hope the enemy makes a very big mistake either in their micro or macro.

Nescio added a subscriber: Nescio.Dec 28 2020, 3:40 PM

Is this patch still relevant, now D3231/rP24435 has been committed?

borg- abandoned this revision.Dec 30 2020, 12:05 PM