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Thu, Mar 25

Palaxin added a comment to D3319: [gameplay] differentiate rams.

sounds good

Thu, Mar 25, 1:34 PM

Mar 21 2021

Palaxin added a comment to D3319: [gameplay] differentiate rams.

Allow me to explain my reasoning.
Earlier in this discussion (January 16 and 17) you suggested having three levels of rams with greater differences and also different population costs (2, 3, 4). Rams can already raze structures very quickly and are very dangerous in large numbers; reducing their population to 2 would mean even more of them can be fielded, further unbalancing the game; hence why I opted for 3, 4, 5 instead.
Furthermore, rams can be quite hard to destroy, so giving them a lot more health is probably not a good idea; your earlier suggestion (January 17) equated to 320, 400, 480; I lowered it slightly, hence 300, 375, 450; I suppose we could consider 300, 400, 500 too. However, 400, 525, 650 is really far too much. (For comparison, siege towers are a lot more expensive and have only 500 health.)
As for capacity, it ought to be an even number (rams are symmetrical); I prefer 4, 6, 8 but can accept 8, 10, 12.

I tried to be consistent with the current values of the game as far as that is possible (keep pop, keep other stats OR increase pop, increase other stats including costs). In my understanding a 650 HP ram is not more OP than a 400 ram if it costs about 2/3 more (so instead of e.g. 5 rams you can only afford 3). Siege towers are different overall, but I don't have enough experience with them to go into more detail. I don't mind the exact stats, I tried to keep the current balance. I support your changes in general and won't request changes if experienced players don't see problems.

Mar 21 2021, 10:12 AM

Mar 16 2021

Palaxin added a comment to D2854: [gameplay] introduce centre tech progression.

(On the other hand one could argue that an increase in attack damage means you can save more of your own troops standing around your CC.)

Mar 16 2021, 11:12 PM
Palaxin added a comment to D3319: [gameplay] differentiate rams.

And no, metal cost stays the same: basically the idea is to have the wood cost proportional to its health, while the metal cost is proportional to the attack damage.

Sounds interesting!

Mar 16 2021, 10:47 PM
Palaxin added a comment to D3318: [gameplay] move will to fight technology from fortress to wonder.

I don't agree with the constant nerfing of the Fortress.

I think the primary function of the fortress shouldn't be unit training or technologies but defensive protection. In fact I would like to see bigger, stronger and more expensive fortresses...

Mar 16 2021, 10:35 PM
Palaxin added a comment to D3488: [gameplay] lower unit movement speed.

People can always set the speeds differently ^^

Mar 16 2021, 10:27 PM
Palaxin added a comment to rP24693: [Gameplay] - Let Spartans start with a Champion..

The champion could have been kept just by removing one citizen spear, that would balance the economic damage done to the enemy.

sounds interesting to me

Mar 16 2021, 10:20 PM
Palaxin added a comment to D3697: [gameplay] make merchant ships less profitable.
In D3697#161208, @borg- wrote:

Yes, I think it's fair, but they usually can't be as effective as land traders cuz pathfinder, so I think there needs to be a greater commercial gain than land units.

On the other hand it is possible to have longer trade routes on sea than on land (so higher gain) - at least on maps with several islands.
And if we make trader garrisoning more attractive in D3693 we can effectively reduce the number of merchant ships and thus improve pathfinding.

Mar 16 2021, 10:15 PM
Palaxin added a comment to D3681: [gameplay] standardize animal loot experience.
In D3681#160619, @borg- wrote:

I think the damage should not be taken into account for the xp.

I agree

Mar 16 2021, 10:03 PM
Palaxin added a comment to D3693: [gameplay] improve merchant ships.

[EDIT] Here you go: D3697.

Thank you! To keep things simple, I would wait for that ticket before continuing to discuss the trader garrison bonus...

Mar 16 2021, 9:55 PM
Palaxin accepted D3697: [gameplay] make merchant ships less profitable.

Good change as it

  • makes land trader and merchant ships comparable more easily, also regarding the balancing of trader garrisoning in D3693
  • absolutely made no sense for a ship to be cheaper than a human unit
  • made no sense to have a higher trade income with a cheaper unit
Mar 16 2021, 9:46 PM
Palaxin added a comment to D3392: [gameplay] new kush civ bonus.

Bonus 5:
"Iron Mongers" or "Iron Smelting": A new special technology in the Forge, gives a trickle of Metal for every Forge built

I would prefer an additional set of forge technologies ("level III") succeeding the current ones ("level I+II"). Maybe only attack upgrades, not sure. They would be resource and time heavy but could be the edge in extended games.

Mar 16 2021, 9:38 PM
Palaxin added a comment to D3693: [gameplay] improve merchant ships.
In D3693#160944, @borg- wrote:

I have never used it and I have never seen anyone use it.

It will be difficult to find good values for trader garrisoning in the first try, we may need some playtest from good players as you :)

Mar 16 2021, 12:37 PM
Palaxin added a comment to D3319: [gameplay] differentiate rams.

I like the direction.

Mar 16 2021, 12:19 PM

Mar 12 2021

Palaxin added a comment to D2854: [gameplay] introduce centre tech progression.

And yes, I was also quite fond of Age of Mythology.

Great!

Mar 12 2021, 11:28 PM
Palaxin added a comment to D2854: [gameplay] introduce centre tech progression.

just my 2 cents:
CC's always felt quite weak to me given their importance for holding territory (that may have changed now with territory root for fortresses).
Maybe it's also because AoM was one of my most played games where for some civs a fully upgraded fortified town center could easily have 2x the HP of a fortress. There was even a "Citadel" god power which basically made one of your town centers an uber fortress.
I think the game should provide opportunities to turtle the same way it gives the option to rush (it feels like many games go the direction of rewarding quick aggression). Therefore I like the approach to have strong defensive CC's in the case you heavily invest into them with several technologies.
Given they are buildings (and thus provide a height advantage), they can have considerable more range than archers IMO. I agree with @borg- that the proposed values are not an attractive option for research. I would like impactful technologies which cost something like 500/1000/1500 resources total (phase I/II/III) and affect both defensive (HP, capture points, capture regen) and offensive (arrow count, range) capabilities. To make them worth a phase III fully upgraded CC should be at least 2-3 times as strong as a phase I CC (taking offensive and defensive bonuses into account).

Mar 12 2021, 12:26 PM

Feb 20 2021

Palaxin added a comment to D2382: [WIP] - Building Sockets..

Dude, is this comedy??? This comment history is hilarous :D
@gameboy did you actually read @Freagarach's answer to your questions?? Directly before your comment.
(and sorry that herewith I am just prolonging the chain...)

Feb 20 2021, 1:02 AM

Jan 29 2021

Palaxin added a comment to D3488: [gameplay] lower unit movement speed.

I would generally be in favour of this, alongside with a corresponding reduction in vision ranges. Note though that this is a debuf to raiding.

Maybe reduce vision range for infantry only, so cavalry is more focused on utility (scouting) in early game.
I'd experiment with different values and even try 7.5 base movement speed (would make maps 20% larger effectively)...

Jan 29 2021, 5:17 PM
Palaxin awarded D3488: [gameplay] lower unit movement speed a Love token.
Jan 29 2021, 5:11 PM

Jan 19 2021

Palaxin added a comment to D3417: [gameplay] Balance pike again.

While I understand the reasoning behind it, I'm unsure about it, since it changes the pikeman's effectiveness against about everything, not just rams, so I would recommend postponing this to A25.

Jan 19 2021, 11:55 AM
Palaxin added a comment to D2917: [gameplay] enable cart apartment.

As I wrote earlier:

Upgrading does not involve any workers, therefore the time is basically free.

Sorry, I have not been aware of it. In that case I'd raise upgrade costs.
E.g. 150 stone, so the player could decide if he wants to save build time and building space and invest stone or build another house with wood only.

Jan 19 2021, 11:51 AM
Palaxin accepted D2917: [gameplay] enable cart apartment.

I think we have reached a good compromise.
Houses will still be used in village phase, apartments from town phase.

Jan 19 2021, 11:32 AM
Palaxin added a comment to D3417: [gameplay] Balance pike again.

Do you think it is balanced?
+40% total attack increase vs. -20% effective health decrease?
That means they are now about 20% stronger in 1v1 melee combat...

Jan 19 2021, 11:30 AM
Palaxin added a comment to D3418: [gameplay] Purge Battlefield Medicine.

It doesn't make sense to keep units idle, you're wasting time / resources.

That's precisely the point: rather than sending wounded troops back to work immediately, give them time to rest and heal, sacrificing a bit of income to save men. The trade-off seems rather reasonable.

Jan 19 2021, 11:26 AM

Jan 18 2021

Palaxin accepted D3412: [gameplay] let spart start with a champion.

As the author of one of the forum discussions you mentioned in the descriptions, I like that change, too.
If it turns out to be OP (what I do not expect), we could e.g. remove one of the citizen spearmen at start for exchange.

Jan 18 2021, 5:10 PM

Jan 17 2021

Palaxin added a comment to D3319: [gameplay] differentiate rams.

They have the same population cost.

What about the following, then:

light rammedium ramheavy ram
pop cost234
other cost66.7%100%133.3%
health80%100%120%
damage80%100%120%

Probably garrison capacity should be adjusted as well.

Jan 17 2021, 9:03 PM
Palaxin added a comment to D2917: [gameplay] enable cart apartment.

Not my favourite cost, but I could live with it.

Nor mine, I think it's too cheap.

I have not read complaints so far about Carthage being overpowered, so I don't expect this change to change that considerably (also having the town phase delay in mind)... If you like to make it a bit more difficult to build apartments, I suggest raising the build time modifier from 1.5 to 2

Jan 17 2021, 8:45 PM
Palaxin added a comment to D3319: [gameplay] differentiate rams.

I like the intention of this patch.

Thanks. I'm not entirely sure I like it myself, though.
Currently kush, pers, rome rams have +20% attack damage, so effectively we already have two groups. Those of mace, maur, ptol, sele could stay as is (and be the “medium” group), while the athen, brit, cart, gaul, iber, spart rams are visibly smaller and could share a discount and damage or health reduction.

Following realism, I'd adjust both health and damage.
However, distinguishing by health alone seems to be the choice for a clean gameplay design.

Jan 17 2021, 8:30 PM
Palaxin added a comment to D2917: [gameplay] enable cart apartment.

In case it wasn't clear, yes, normal houses will be restored.

Fine!

Jan 17 2021, 8:13 PM
Palaxin added a comment to D2917: [gameplay] enable cart apartment.

So we all agree that normal houses remain what they are (10 pop), right?
I would be okay with town phase also.

Jan 17 2021, 7:44 PM
Palaxin added a comment to D2917: [gameplay] enable cart apartment.
  1. increase the population to 20, keep the cost as in 2, making it more cost-effective, but postpone to city phase (@Palaxin's A)

I second @borg-
However, instead of 200 wood and 50 stone (-17% cost), I'd prefer 100 wood and 100 stone (-33% cost), since they are available only in city phase where you already have built a considerable amount of houses, so the average cost reduction including regular houses is way smaller.

Jan 17 2021, 5:03 PM
Palaxin added a comment to D2917: [gameplay] enable cart apartment.

I came up with another interesting mechanic:

Jan 17 2021, 5:16 AM
Palaxin added a comment to D3318: [gameplay] move will to fight technology from fortress to wonder.

Age of Mythology is a nice game, but temporary effects like god powers are not (yet) possible in 0 A.D., to the best of my knowledge: auras last as long as their entities last.

True, that would clearly be outside the scope of this patch and require one of the core developers... Consider it as brainstorming

Jan 17 2021, 12:03 AM

Jan 16 2021

Palaxin added a comment to D2917: [gameplay] enable cart apartment.

A fair question! (And yes, I do value consistency.)
Without this patch the cart house is a level two house and the cart apartment basically a level three house.
I'd be fine with 20, if the rest is adjusted proportionally, i.e. doubling the cost and health too; but then it would cost as much as the barracks and have more health, something to which @borg- objected earlier. Hence why I kept it at 15 and decided to further the gap by lowering the ordinary house proportionally by 20%.

+15 is not exactly doubling +8 and neither of them is comparable straight forward with other civs...

The 8's values are proportional: 15 wood and 5 seconds per population and 80 health. The 15's cost is slightly different (200 wood and 50 stone instead of 225 wood), but this is compensated by the having twice the capture points and counting towards the city phase requirements.
Basically the idea is that they're different yet roughly equivalent: if one were clearly better, the other wouldn't be built, which would be a loss; player should have reasonable choices.

Jan 16 2021, 11:41 PM
Palaxin accepted D2951: [gameplay] merge wonder population auras.

See my previous message.
Thank you for your work!

Jan 16 2021, 11:19 PM
Palaxin added a comment to D3319: [gameplay] differentiate rams.

I like the intention of this patch.
However, 7 different classes of rams seems a bit too much to me. I'd rather suggest having three classes of rams:

  • light ram with -25% cost/health (-20% if too much of a nerf) and +10% speed
  • medium ram unchanged
  • heavy ram with +25% cost/health (+20%) and -10% speed
Jan 16 2021, 11:07 PM
Palaxin added a comment to D2951: [gameplay] merge wonder population auras.

For the +10 or for the +50? I build wonders for the latter, which is significant, but not for the former, which is too minor.

At first for the +10, since the +50 is too costly until very late in the game.
Our game is usually like this: Pump citizen soldiers until pop limit, find out we can't take cities with only those, build a wonder for the extra pop limit, build three rams, win.

Jan 16 2021, 10:58 PM
Palaxin added a comment to D3384: [gameplay] remove infantry from fortress.
In D3384#150287, @borg- wrote:

Objetive patch are give a Fortress a defense objetive + Future special techs.

Jan 16 2021, 10:32 PM
Palaxin added a comment to D3318: [gameplay] move will to fight technology from fortress to wonder.

To me, "Will to Fight" always felt as the super late game tech par excellence, meant for the finishing blow. If having a temporal effect (about 3-5 minutes), I could even imagine it being more powerful (additional defensive bonuses), giving you a boost similar to a Titan in Age of Mythology or the Ragnarok God power (turning all your gatherers into strong fighters).
As the wonder fulfills a similar role, @Nescio's proposal sounds reasonable to me.

Jan 16 2021, 10:04 PM
Palaxin added a comment to D2917: [gameplay] enable cart apartment.

Why not +10 pop for houses and +20 pop for apartments (adjusting cost and build time accordingly)? That would follow/expand the logic of the house pop of other civs (+5 / +10).
+15 is not exactly doubling +8 and neither of them is comparable straight forward with other civs...

Jan 16 2021, 9:30 PM

Dec 29 2020

Palaxin added a comment to D2856: [gameplay] redo nisean_horses technology.

Personally not a big fan of adding increased cost. What about getting rid of that and reducing the health increase by 5 or 10 percent?

Dec 29 2020, 5:29 PM

Dec 4 2020

Palaxin awarded D3182: Stop dodging arrows by Patrol - make UnitAI cleverer. a Yellow Medal token.
Dec 4 2020, 11:31 AM
Palaxin added inline comments to D3021: Stop dodging arrows by spamclicking or patrol: Acceleration.
Dec 4 2020, 11:28 AM

Dec 3 2020

Palaxin added inline comments to D3021: Stop dodging arrows by spamclicking or patrol: Acceleration.
Dec 3 2020, 5:23 PM
Palaxin added inline comments to D3021: Stop dodging arrows by spamclicking or patrol: Acceleration.
Dec 3 2020, 5:01 PM

Sep 13 2020

Palaxin added inline comments to D2996: [gameplay] Move bireme to village phase and balance..
Sep 13 2020, 11:44 AM

Sep 10 2020

Palaxin added a comment to D2956: [gameplay] ships: tweak costs, standardize loot, unify resistance.

currently 1.25:1

Currently merchant ships cost 100 metal and 0 wood.

Sep 10 2020, 10:20 PM
Palaxin added a comment to D2956: [gameplay] ships: tweak costs, standardize loot, unify resistance.
In D2956#128928, @borg- wrote:

Do not agree with the new cost of merchant ship, it is very expensive, and some players including @badosu were talking about removing the metal cost of the merchant units. It's really bad late game you need metal to build units that in theory are being trained to collect metal mostly.

Sep 10 2020, 10:04 AM

May 21 2020

Palaxin added a comment to D2739: delete golden fleece.

I think this kind of stuff is something for cheats...

May 21 2020, 2:30 PM
Palaxin added a comment to D2721: improve animal footprints.

Great to see my work from #3786 continued :)

May 21 2020, 2:25 PM

Mar 18 2018

Palaxin added inline comments to D1400: [gameplay] Hero aura revision.
Mar 18 2018, 8:00 PM
Palaxin added inline comments to D1400: [gameplay] Hero aura revision.
Mar 18 2018, 7:08 PM

Apr 17 2017

D204: Danubius Random Map Script with TriggerScripts + DoRepeatedly Trigger function now requires review to proceed.

IMO something like this would be great - it just feels more like moving/streaming water. It should still be possible to use the islands as they are not too small. But I'm not sure how easy you can implement this with the current random map libs.

Apr 17 2017, 5:11 PM

Apr 14 2017

Palaxin added a comment to D331: Relic aura balancing finetuning.

Thx @elexis :)

Apr 14 2017, 5:04 PM
Palaxin added a comment to D204: Danubius Random Map Script with TriggerScripts + DoRepeatedly Trigger function.

One question regarding map design: Would it be possible to make the river meandering a bit and give the islands a lengthy shape adjusted to the current? Would look much more like a river then...

Apr 14 2017, 4:58 PM
Palaxin added a comment to D331: Relic aura balancing finetuning.

How can I add inline comments?
In the gaul_catafalque_1.json why is there a +20% attack bonus for ranged and +5% attack bonus for melee? Should be +5% for both...

Apr 14 2017, 4:46 PM