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Nescio abandoned D2585: [gameplay] Cavalry archer speed adjustment.

Implemented as part of D3402/rP24708.

Tue, Jan 19, 9:06 PM
Nescio retitled D3246: [gameplay] increase advanced and elite and lower champion ranged attack damage from [gameplay] increase advanced and elite ranged attack to [gameplay] increase advanced and elite and lower champion ranged attack damage.
Tue, Jan 19, 8:54 PM
Nescio updated the summary of D3246: [gameplay] increase advanced and elite and lower champion ranged attack damage.
Tue, Jan 19, 8:43 PM
Nescio updated the diff for D3246: [gameplay] increase advanced and elite and lower champion ranged attack damage.
  • rebased
  • advanced and elite each get +10% ranged attack damage
  • champion ranged attack damage down from 200% to 150%
  • hero ranged attack damage down from 400% to 200%
  • all javelineers get the same reload time
Tue, Jan 19, 8:42 PM
Nescio updated the diff for D2988: [gameplay] replace corral technology .
  • cattle time to 45 s, as discussed with @Feldfeld
Tue, Jan 19, 8:27 PM
Nescio added a comment to D2988: [gameplay] replace corral technology .

For the record, the new food-to-time values for single animals are:

goat  :  (70 -  35) / 20 = 1.75
sheep : (100 -  50) / 25 = 2
pig   : (150 -  75) / 30 = 2.5
cattle: (300 - 150) / 40 = 3.75

Maybe cattle time ought to be raised to 45 s (i.e. a 3.333:1 ratio).

Tue, Jan 19, 8:20 PM
Nescio added a comment to D2988: [gameplay] replace corral technology .

Thank you for the clarification!
So the new values are acceptable to you?

Tue, Jan 19, 8:13 PM
Nescio updated the diff for D2956: [gameplay] tweak ship costs and tweak merchant ships.
  • rebased
  • raised quinquereme cost per @borg-
  • made triremes a bit cheaper, since they're not twice as good as biremes
  • tweaked merchant ship cost, per @borg-, but kept their old trader gain multiplier
  • standardized experience loot to 10% of health (also for brit, gaul, maur)
  • standardized resource loot to 20% of costs
Tue, Jan 19, 8:10 PM
Nescio added a comment to rP24705: Add numbered icons for certain technologies..

Thanks! The unnumbered icons could have been kept, though.
I'd have liked it if numerals were also used for grain gather technologies, but I can understand why you didn't.

Tue, Jan 19, 7:48 PM
Nescio updated the diff for D3404: [gameplay] make gather technologies less effective.
  • rebased
Tue, Jan 19, 7:43 PM
Nescio added a comment to D2988: [gameplay] replace corral technology .

It could work, although i'd prefer 25%, but I think an additionnal problem with this approach is that train time values are supposed to look good in the beginning if you see what I mean

Could you elaborate? I'm confused now, 25% of what? And 20 to 40 s looks better than 30 to 60 s, doesn't it?

(and it was already difficult and arguably subpar against farming)

Currently cavalry's meat gather rate is 20× (yes) infantry's grain gather rate.

Tue, Jan 19, 7:27 PM
Nescio requested review of D3426: [gameplay] revert rP24693.
Tue, Jan 19, 7:22 PM
Nescio added a comment to D3374: [gameplay] tweak ranged attack projectile values.

It's up to you, I'm fine with either.

Tue, Jan 19, 7:17 PM
Nescio added a comment to rP24693: [Gameplay] - Let Spartans start with a Champion..

D3426

Tue, Jan 19, 7:15 PM
Nescio updated subscribers of D3374: [gameplay] tweak ranged attack projectile values.

@borg-, @Feldfeld, @ValihrAnt, opinions on this?

Tue, Jan 19, 7:12 PM
Nescio added a comment to D3246: [gameplay] increase advanced and elite and lower champion ranged attack damage.

And lower champion attack damage accordingly?
There's also a patch improving their accuracy: D3374

Tue, Jan 19, 6:54 PM
Nescio added a comment to D3418: [gameplay] Purge Battlefield Medicine.

Perhaps you could explain what's wrong with it?

Tue, Jan 19, 6:49 PM
Nescio added a comment to rP24693: [Gameplay] - Let Spartans start with a Champion..

Thanks for testing!
Should it be reverted? Or perhaps remove the starting cavalry to compensate?

Tue, Jan 19, 6:45 PM
Nescio updated the diff for D2988: [gameplay] replace corral technology .
  • reduce domestic animal training times, per @Feldfeld
Tue, Jan 19, 6:43 PM
Nescio added a comment to D3366: [gameplay] Rework attack forge techs.

Or you could just keep the current cavalry and infantry technologies for now but make them more affordable.

Tue, Jan 19, 5:04 PM
Nescio added a comment to D3423: [gameplay] tweak skiritai cost.

Currently they cost 40, 40, 30, with this patch 50, 40, 35.

Tue, Jan 19, 2:28 PM
Nescio added a comment to D3366: [gameplay] Rework attack forge techs.

Also, I'm in favour of having smaller, cheaper technologies; an alternative could be to have separate technologies for archers, javelineers, spearmen, etc. rather than grouping melee and ranged together.

Tue, Jan 19, 1:22 PM
Nescio added a comment to D3366: [gameplay] Rework attack forge techs.

There is no strong reason to stick with what was done in the past, we should simply consider what's fair in the current situation.
I agree with @wraitii the numbers seem rather high. Also, the cost difference is rather small, I'd prefer it if the city phase technologies are 50% more expensive than their town phase counterparts.

Tue, Jan 19, 1:15 PM
Nescio added a comment to D3423: [gameplay] tweak skiritai cost.

Perhaps a cost increase for elite / advance units can be added directly to the tech?

Yes and no: mercenaries have a technology that upgrades them to the advanced rank.

Tue, Jan 19, 12:57 PM
Nescio requested review of D3423: [gameplay] tweak skiritai cost.
Tue, Jan 19, 12:39 PM
Nescio updated the diff for D3398: improve some texts.
  • damage resistance
  • messenger pigeons
Tue, Jan 19, 12:21 PM
Nescio added a comment to D3417: [gameplay] Balance pike again.

Factions with pikemen also have other units, including swordsmen.

Tue, Jan 19, 12:02 PM
Nescio 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.

Tue, Jan 19, 11:46 AM
Nescio added a comment to D2917: [gameplay] enable cart apartment.

We could think of an upgrade mechanism from house -> apartment, e.g. available from city phase, in another patch (similar to towers).

As I wrote earlier:

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

Tue, Jan 19, 11:42 AM
Nescio added a comment to D3402: [gameplay] Fix chasing range cavalry - multipronged approach..

@Feldfeld seems to think this is a move in the right direction.

Fine by me then.

So I should change everything to 4?

All melee cavalry attacks, yes. In my opinion that's something that should have been done anyway, regardless of this patch.

Tue, Jan 19, 11:39 AM
Nescio added a comment to D3402: [gameplay] Fix chasing range cavalry - multipronged approach..

I'd rather not, it's already really fast compared to infantry and others.

Changing ranged cavalry movement speed alters their effectiveness vs infantry. Melee cavalry can't hit from a distance, so their movement speed affects other entities (e.g. melee infantry) less strongly.

I reduced the range of the Melee cav to the same as the Melee infantry because, on second thought, this probably gives an unfair advantage to cavalry against melee, particularly since their counter (spearmen) have a range of 4.

For comparison, cavalry has a footprint radius of 3, infantry of 1.5, so a range of 4 means two rows of infantry spearmen could hit the unit in front of them, at least in theory; the equivalent melee cavalry range would be 7.
A range of 4 for all melee cavalry is actually better than 3 and it's fair, it's basically half their footprint + 1; that's also what I've been using for animals.

Tue, Jan 19, 11:23 AM
Nescio 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.

Tue, Jan 19, 11:06 AM
Nescio removed a reviewer for D3404: [gameplay] make gather technologies less effective: Stan.

@Stan, I know, but the files I posted were not meant for inclusion, they're just an example of how I think they should look. For the public repository one probably wants to use different I, II, III. And the healing icons are probably unnecessary.
Moreover, the icon changes (i.e. art) should be done separately from this patch (i.e. balance); they are an improvement regardless whether this one is committed. Likewise, you should just include the apartment icon; D2917 doesn't introduce a new entity, it just makes an already existing structure buildable, and having a proper icon is worth having indepently of this.

Tue, Jan 19, 10:59 AM

Mon, Jan 18

Nescio requested review of D3416: [gameplay] fix unlock shared dropsites requirement.
Mon, Jan 18, 10:15 PM
Nescio requested review of D3415: delete obsolete ptol nubian archer.
Mon, Jan 18, 9:40 PM
Nescio added a comment to D3390: [gameplay] new cart market civ bonus.

Yeah, I thought about it, but it felt kind of “hacky”. (I also dislike how the Athenian metal gather bonus is implemented.)

Mon, Jan 18, 9:37 PM
Nescio added a comment to rP24687: [gameplay] Tweak mace, ptol, sele specific structures.

That unit is a leftover from the past, it's untrainable and ought to be deleted.

D3415

Mon, Jan 18, 9:33 PM
Nescio added a comment to rP24687: [gameplay] Tweak mace, ptol, sele specific structures.

No. That unit is a leftover from the past, it's untrainable and ought to be deleted. It used to be the starting ranged infantry in A21, but was replaced in A22 with a mercenary javelineer in the village phase and a Cretan mercenary archer in the town phase. In A23 the Kushites were introduced, who have better looking Nubian archers.

Mon, Jan 18, 9:22 PM
Nescio added a comment to D3374: [gameplay] tweak ranged attack projectile values.

Well, I like having champion spread proportional to that of their citizen counterparts.
Yes, javelineers have rather high base damage, but they did so in A23 too, the value hasn't changed; infantry movement speed has changed, so I'd expect javelineers to be actually a bit less effective than they used to be, if anything. I haven't seen people complaining about it recently either, so it's probably best to leave it as is. Changing javelineer damage without testing by others doesn't seem a good idea.
Archers have about half the damage but twice the range of javelineers. Their range has been reduced recently and I'm not sure what the effect of the spread changes will be in practice. I'd be more comfortable with having this committed as is and tweaking damage later, if necessary.

Mon, Jan 18, 9:17 PM
Nescio added a comment to D3390: [gameplay] new cart market civ bonus.

Discount on merc sounds good actually.

So I gave it a try with a cart_mercenaries.json autoresearched civ bonus, but apparently the replace of the autoresearched unit_mercenary.json is applied afterwards, so it giving them a metal cost discount doesn't work this way (food does).

Mon, Jan 18, 8:54 PM
Nescio retitled D3390: [gameplay] new cart market civ bonus from [gameplay] new cart civ bonus to [gameplay] new cart market civ bonus.
Mon, Jan 18, 8:36 PM
Nescio added a comment to D3402: [gameplay] Fix chasing range cavalry - multipronged approach..

How about making melee cavalry a bit faster instead?

Mon, Jan 18, 8:35 PM
Nescio added a comment to D3357: [gameplay] tweak market technologies.

If you are not going to change the technology gain 2, then the amphore icon should be applied to technology 2, not 1.

Not done: pottery is significantly less sophisticated than metal or glass, therefore it should be used for the first technology.

Mon, Jan 18, 8:34 PM
Nescio updated the diff for D3357: [gameplay] tweak market technologies.
  • trader health technology effect to 50%, per @wraitii
  • trader health technology cost to 300 food, per @borg-
Mon, Jan 18, 8:32 PM
Nescio updated the diff for D3397: [gameplay] some animal improvements.
  • purged animal resistances, per @wraitii
Mon, Jan 18, 8:21 PM
Nescio abandoned D2874: rename specific stoa templates.

Outdated and unimportant by now.

Mon, Jan 18, 6:36 PM
Nescio abandoned D906: templates/units/ champion naming consistency.

This patch is heavily outdated, rebasing is more work than just doing an entirely new patch, all civ templates have been moved, many renamed more than once, most recently in D3384/rP24657, which partly implemented what was proposed here, though for different reasons.

Mon, Jan 18, 6:35 PM
Nescio added a comment to D3350: [gameplay] tweak mace, ptol, sele specific structures.

Is it still possible for this to be included in A24?

Mon, Jan 18, 6:29 PM
Nescio updated subscribers of D3402: [gameplay] Fix chasing range cavalry - multipronged approach..

As @ValihrAnt wrote elsewhere:

@ValihrAnt wrote:
@wraitii wrote:
@Nescio wrote:

By the way, there is still an open patch by @ValihrAnt reducing cavalry archer speed: D2585 A lot has changed since then; is it still relevant?

I'm lowering the speed of all ranged cavalry in D3402. I'm not sure if we need a specific nerf for the archer early rush still.

With the now reduced archer range I don't think it's needed as tower defense should now be viable to defend the Phase 1 Ptolemie camel rush.

I'm not sure the movement speed reduction is necessary either.

Mon, Jan 18, 6:26 PM
Nescio added a comment to D3404: [gameplay] make gather technologies less effective.

@Stan we can have new ícons I, II and III?

That's something I've been asking for for years!
Here's what I managed to come up with:


I'm sure you can do better.
By the way, could you commit that nice apartment icon you showed earlier in D2917?

Mon, Jan 18, 6:20 PM
Nescio added a comment to D2493: [gameplay] make siege engines uncapturable.

Thanks! Soldiers attempting to capture siege engines was something numerous people complained about on the forums over the years.

Mon, Jan 18, 6:20 PM
Nescio updated the diff for D3397: [gameplay] some animal improvements.
  • revert spearman bonus attack, per @borg-
  • rhinoceros to 160 health, per @wraitii
  • walrus to 120 health
Mon, Jan 18, 6:17 PM
Nescio updated the diff for D3403: fix aura descriptions.
Mon, Jan 18, 2:45 PM
Nescio added a comment to D3402: [gameplay] Fix chasing range cavalry - multipronged approach..

Attack range is useful when units are massed. While I'm not opposed to giving melee cavalry a bit more range (or at least standardize to 4), I fail to see how this helps with chasing: it's simply the distance at which they stop moving and start attacking, isn't it?

Mon, Jan 18, 2:30 PM
Nescio updated the summary of D3397: [gameplay] some animal improvements.
Mon, Jan 18, 2:26 PM
Nescio updated the diff for D3397: [gameplay] some animal improvements.
  • giraffe health lowered to 80, deer and gazelle to 25, rabbit to 5.
  • spearmen (but not pikemen) 3× vs animals
Mon, Jan 18, 2:23 PM
Nescio requested review of D3412: [gameplay] let spart start with a champion.
Mon, Jan 18, 2:03 PM
Nescio added a comment to D3407: [gameplay] Add food/researchtime cost to reformed_army / traditional_army.

They already have the “Parade of Daphne” technology, though, reducing champion training time by 20%.

Mon, Jan 18, 1:38 PM
Nescio added a comment to D3397: [gameplay] some animal improvements.

... and:

  • lowered health of some huntable animals
  • doubled walrus attack time
Mon, Jan 18, 1:35 PM
Nescio updated the diff for D3397: [gameplay] some animal improvements.
  • moved out <Health> out of template_unit_fauna_hunt.xml etc. for clarity and consistency, making it easier to compare and tweak individual animals.
Mon, Jan 18, 1:34 PM
Nescio updated the diff for D2585: [gameplay] Cavalry archer speed adjustment.
  • rebased
Mon, Jan 18, 1:14 PM
Nescio added inline comments to D3398: improve some texts.
Mon, Jan 18, 12:59 PM
Nescio added a comment to D3407: [gameplay] Add food/researchtime cost to reformed_army / traditional_army.

Actually I'd prefer a resource cost (e.g. 400 metal) and 0 time over 0 resource cost but with a time.
Besides, the Seleucids currently don't have any civ bonuses, so I don't think they'll suddenly dominate just because of this.
Anyway, if others think it's necessary too, then I won't object.

Mon, Jan 18, 12:53 PM
Nescio added a comment to D3404: [gameplay] make gather technologies less effective.

Don't be fooled just by the modification number. Even if it were +30% (village), +25% (town), +20% (city), the last one would still be more effective than the first, because:

  • modifications stack, so the absolute gain per worker is actually higher;
  • players tend to have more units in late game than at game start, hence more workers benefit from the increase;
  • their economies are stronger, so technology costs matter less (unlike unit costs, because units die).

Maybe not all technologies will be researched in every game (especially tiny maps I expect to end earlier), but that's fine, they'll still certainly give a clear advantage in some games, e.g. on giant maps.
I'm fine with both 25% each and 20% each, as well as with diminishing increases (e.g. 25%, 20%, 15%), but I'm opposed to raising later increases (e.g. 20%, 25%, 30%).

Mon, Jan 18, 12:49 PM
Nescio added a comment to D3407: [gameplay] Add food/researchtime cost to reformed_army / traditional_army.

As I wrote in the summary of D3384:

The Seleucid unlock pikeman vs unlock swordsman technologies are still free. They have to choose one, whereas some other civs can have two or three infantry champions. Besides, the Seleucids have two non-free unlock technologies at the stable.

Unlocking both champion cavalry and chariots already costs 1200 food together and having to choose by excluding one is already a penalty.

Mon, Jan 18, 12:38 PM
Nescio added inline comments to D2720: update information in {civ}.json files.
Mon, Jan 18, 12:34 PM
Nescio added a comment to D3403: fix aura descriptions.

Since there are now five damage types (fire and poison have been added), just inserting “damage” would be incorrect, so I guess the proper solution is the more verbose “crush, hack, pierce resistance”.
If that's to be done, then maybe some technologies need to be rephrased too, I'll check.

Mon, Jan 18, 12:15 PM

Sun, Jan 17

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

That's beside the point.
If a civ has multiple similar entities, then each of them ought to viable choice. If one is always clearly better, then it will always be chosen, and the alternatives might as well not exist. Carthage has three embassies, but none of them is better than the other two, so it's fine.
Likewise, if Carthage can build both houses and apartments (the purpose of this patch) then they ought to be balanced with respect to each other (irrespective of other civs).
Anyway, as usual, feel free to click “Accept Revision” or “Request Changes”.

Sun, Jan 17, 9:16 PM
Nescio added a comment to D3319: [gameplay] differentiate rams.

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

Yes, the idea is a health modification and a removal of the damage increase.

I don't see a problem if the cost is lowered accordingly. When preparing a siege, you would simply build a few more rams with these civs having a comparable force at a comparable cost.

They have the same population cost.

Additionally, if the weaker rams have a smaller actor, pathfinding should be easier for them. Or are their pathfinding capabilites independent?

Obstructions and footprints are two different things. For pathfinding, there are just four flavours: default, large, ship, and small ship (see simulation/data/pathfinder.xml).

Sun, Jan 17, 8:40 PM
Nescio requested review of D3404: [gameplay] make gather technologies less effective.
Sun, Jan 17, 8:37 PM
Nescio requested review of D3403: fix aura descriptions.
Sun, Jan 17, 8:32 PM
Nescio added a comment to D3402: [gameplay] Fix chasing range cavalry - multipronged approach..

Don't forget the champion and hero templates.

Sun, Jan 17, 8:29 PM
Nescio retitled D3402: [gameplay] Fix chasing range cavalry - multipronged approach. from Fix chasing range cavalry - multipronged approach. to [gameplay] Fix chasing range cavalry - multipronged approach..
Sun, Jan 17, 8:25 PM
Nescio updated the summary of D2917: [gameplay] enable cart apartment.
Sun, Jan 17, 8:21 PM
Nescio updated subscribers of D2917: [gameplay] enable cart apartment.

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

Nor mine, I think it's too cheap.

Sun, Jan 17, 8:20 PM
Nescio updated the diff for D2917: [gameplay] enable cart apartment.
  • restore ordinary house
  • apartment population to 20
Sun, Jan 17, 8:19 PM
Nescio 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.
The main concern is that most of the civs in the small group rely on rams, so even a reduction of 15% might already be too much, I simply don't know.

Sun, Jan 17, 8:07 PM
Nescio added a comment to D2917: [gameplay] enable cart apartment.

In case it wasn't clear, yes, normal houses will be restored.
For the apartment, town phase, 200 wood, 50 stone, and 20 population?

Sun, Jan 17, 8:04 PM
Nescio requested review of D3401: [gameplay] restore civic centre garrison healing.
Sun, Jan 17, 7:07 PM
Nescio added a comment to D2917: [gameplay] enable cart apartment.

I like second too but 100w 100s +5 extra pop and town phase.

With +5 do you mean 10+5 or 15+5?

Some general remarks: [...]

I'll answer those later.

Sun, Jan 17, 6:25 PM
Nescio added a comment to D3398: improve some texts.

Angen pointed out in rP24605 pointed out the current descriptions of these two unlock technologies do not reflect they're essentially diplomatic, hence the need to rewrite them.

I think we're losing a little flair with the 'messengers' techs. Cartography, even if it's unrealistic, made sense in context because our game's interface is a map. And I liked the description more, the new one is very utilitarian.

Yes, I agree the name is a bit boring. How about “messenger pigeons" instead? We could mention the Olympics and the icon is already a biblical white dove with olive branch or something.

Cartography, even if it's unrealistic, made sense in context because our game's interface is a map.

The minimap is also there without researching this technology.

Sun, Jan 17, 5:48 PM
Nescio added a comment to D3357: [gameplay] tweak market technologies.

+25% health was chosen because it's closest to +2 resistance. Trader health isn't particularly important, I don't object to +50%, if you think that's better.

Sun, Jan 17, 5:10 PM
Nescio added a comment to D3390: [gameplay] new cart market civ bonus.

I guess a flat 5% bonus to metal gathering would be considered OP?

Athens have +10% metal gather raise per phase advance. However, the question is what's the justification for giving Carthage a better metal gather rate? If it's just because they have mercenaries, then we might as well give them a minor discount on mercenary costs.

Sun, Jan 17, 5:08 PM
Nescio added inline comments to D2720: update information in {civ}.json files.
Sun, Jan 17, 5:05 PM
Nescio added a comment to D3397: [gameplay] some animal improvements.

These attack values remain really high, but I suppose that's still intended?

It's per 2 s, whereas most soldiers have an attack time around 1 s. Besides, animals have a vision range of either 10 or 0, so they'll only start attacking when melee units are really close (and melee troops have a lot more health and resistance).
Anyway, values could be adjust further later, but for now let's not make animals meaninglessly weak.

Sun, Jan 17, 5:03 PM
Nescio added inline comments to D2720: update information in {civ}.json files.
Sun, Jan 17, 4:32 PM
Nescio requested review of D3398: improve some texts.
Sun, Jan 17, 4:30 PM
Nescio added inline comments to D3397: [gameplay] some animal improvements.
Sun, Jan 17, 4:27 PM
Nescio updated the diff for D2720: update information in {civ}.json files.
  • add “on most maps” to iber bonus
Sun, Jan 17, 4:14 PM
Nescio requested review of D3397: [gameplay] some animal improvements.
Sun, Jan 17, 3:49 PM
Nescio added a comment to D2917: [gameplay] enable cart apartment.

It's clear the ordinary house should stay at 10.
As for the apartment, there are the following options:

  1. keep the old values (225 wood, 15 population)
  2. keep the proposed values (200 wood, 50 stone, 15 population, town phase, double capture points)
  3. increase the population to 20 but increase cost and health accordingly (making it as costly as a barracks)
  4. increase the population to 20, keep the cost as in 2, making it more cost-effective, but postpone to city phase (@Palaxin's A)
  5. increase the population to 30, increase the cost, making it more cost-effective, but postpone to city phase (@Palaxin's B)

Also keep in mind that with the two house population technologies, its actual population limit is +44% higher.

I came up with another interesting mechanic:

The idea is interesting. However, those who'll benefit most are the rich and powerful, making it even harder for players who're already behind to catch up.

Sun, Jan 17, 1:21 PM
Nescio updated the diff for D2951: [gameplay] merge wonder population auras.
  • rebased
Sun, Jan 17, 12:53 PM
Nescio added a comment to D3366: [gameplay] Rework attack forge techs.

The concept is acceptable, I'm not sure merging the cavalry and infantry technologies is strictly necessary, but it won't harm.
The reduction in attack damage is fine by me; +15% is slighlty better than +1 resistance.
However, I think three resource types per technology is unnecessary, I'd prefer it if the ranged technologies would cost wood and metal and the melee technologies food and metal, like was already done for the resistance technologies. I'll leave finding appropiate numbers up to you.
As for the file names, I'd appreciate it if they were renamed to soldier_attack_melee_01.json etc.

Sun, Jan 17, 12:41 PM
Nescio added inline comments to D3380: [Petra/Ai] Fix not traning champion cavalry and infantry after rP24640 and rP24657.
Sun, Jan 17, 12:32 PM
Nescio added inline comments to D2720: update information in {civ}.json files.
Sun, Jan 17, 12:23 PM
Nescio requested review of D3392: [gameplay] new kush civ bonus.
Sun, Jan 17, 1:14 AM
Nescio requested review of D3390: [gameplay] new cart market civ bonus.
Sun, Jan 17, 1:03 AM

Sat, Jan 16

Nescio 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.
As for your last point, +2 resistance, +25% health, +25% attack damage, and −20% attack time are more or less equivalent: they allow your troops to inflict a quarter more damage before they're killed. I'm unsure how another one would make gameplay more interesting, but if other people want it too, fine by me; technologies are easy to add or remove.

Sat, Jan 16, 11:24 PM
Nescio added a comment to D2951: [gameplay] merge wonder population auras.

@Palaxin, if you fully agree with a patch, feel free to click “Accept Revision”.

Sat, Jan 16, 11:10 PM
Nescio 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.

Sat, Jan 16, 11:07 PM