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Jun 9 2021
Mh, sorry about that, failed to notice it. Thanks for fixing :)
Jun 8 2021
In rP25726#52946, @Stan wrote:@Edwarf reported the number techs give the impression that it's on a wrong phase.
@Edwarf reported the number techs give the impression that it's on a wrong phase.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Fix notes
This is a fun bug, but when I apply your patch to my working copy, I can no longer mass produce heroes with the AutoQueue feature. Also tested it with war dogs and some other units seems to work all right.
Successful build - Chance fights ever on the side of the prudent.
Spear cavalry counters other cavalry, so if we have a cavalry battle between the Seleucids and Persians now, the Persians will kill all of the Seleucid horses quite easily with a few Cappadocian Cavalry Spearmen. The Seleucids cannot do the same to Persians without spending huge amounts of metal on champions or mercenaries. Therefore as a Seleucid Player you have a weakness against the Persians and you will refrain from using cavalry if you see the Persian Opponent making a lot of them.
I think you overestimate how well spear cavalry counter other cavalry. Best comparison is Camel Riders from AoE2. If outnumbered they will lose to Knights, but in about equal numbers they'll take a pretty convincing fight. A major factor in such matchups, at least in my experience, is that players want to keep massing their power unit and spear cavalry interrupts that. Keep in mind that spear cavalry are still countered by spearmen and it's not difficult to bring forward a few of them. So that forces the enemy to either commit to spear cavalry, which deviates from their game plan and is vulnerable to opposing spearmen, or continue going for their initial power unit and maybe mix some spear cav as a threat if the enemy tries to push too far out. Also, the military colony plays into a strength of archer cav, which is securing map control. They're much cheaper than CCs and let you secure vulnerable spots of the enemies base or just get access to metal/wood.
Cavalry is generally underused in A24, and if the Seleucids are now almost as good as the Persians in cavalry, then we can perhaps change that dynamic, also more people will play the Seleucid civ, which is actually capable of many surprising strategies, especially if spear cavalry is added.
From the very few MP games of A25 I have tested, I really liked going cav so that should hopefully change, but hopefully not into the cavalry is op territory. I'd also say that a reason for Seleucids currently being rarer is that many hosts ban archer play and that includes cav archers. The Seleucid hero is also superior in terms of making your army much more sustainable while under fire of enemy towers, forts, etc.
You can't spam military colony like stables so you will always produce less mercenary spear cavalry per minute no matter how rich you are.
Mercs do have a faster train time, but it doesn't make up for not being able to put down as many production buildings, true.
Successful build - Chance fights ever on the side of the prudent.
Actual version
Spear cavalry counters other cavalry, so if we have a cavalry battle between the Seleucids and Persians now, the Persians will kill all of the Seleucid horses quite easily with a few Cappadocian Cavalry Spearmen. The Seleucids cannot do the same to Persians without spending huge amounts of metal on champions or mercenaries. Therefore as a Seleucid Player you have a weakness against the Persians and you will refrain from using cavalry if you see the Persian Opponent making a lot of them.
Cavalry is generally underused in A24, and if the Seleucids are now almost as good as the Persians in cavalry, then we can perhaps change that dynamic, also more people will play the Seleucid civ, which is actually capable of many surprising strategies, especially if spear cavalry is added.
You can't spam military colony like stables so you will always produce less mercenary spear cavalry per minute no matter how rich you are.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Mercenary cavalry is too expensive and can only be trained from Kleroukhia, which is not always accessible.
It doesn't make much sense to me to replace the mercenary unit with a citizen counterpart because mercenaries are currently underpowered. The unit being a mercenary adds a different dynamic compared to the Persians.
This change enables the Seleucids to rival the Persians in the cavalry department meanwhile being able to protect themselves from an archer attack, and hence the Persians and archers will not always be OP compared to other civs.
Can you explain more what you mean with this as I don't understand.
Also we want to reflect the effectiveness of javelins against elephants: Scipio Africanus used skirmishers to destroy Hannibal Barca's elephant charge at the Battle of Zama.
Arrows from archers can't hurt an elephant too much because of thick skin. However, javelins can kill them pretty swiftly because they are long enough to penetrate to the vital organs of the elephant. So in real life an elephant would be dead after getting hit by a few javelins.
Furthermore the civs who don't have elephants have loads of skirmishers, so this would reduce their disadvantage.
Not really overkill because elephants still do huge amounts of damage to buildings. A Seleucid elephant took down an entire Athenian long wall even when 5 skirmishers were firing at it constantly, with the attack bonus.
rP25721 already makes elephants weaker to pierce attack. Probably overkill to have this too?
In D4124#176333, @marder wrote:They look just a bit too dark for what you would expect a dessert and a mediterranean area to look like.
Or if they should stay "darker" I would prefer to adjust the sun angle so that it doesn't look like it's 12°clock, where the sun should be brightest.
Yeah, that's what prompted me to change this too. The issue is that the textures have very variable luminosity, and I'd rather avoid washing out some. Can perhaps bump a bit still here.
doesn't fix the issue
In rP25381#52938, @nani wrote:That would remove any benefit or reason to exist for an auto queue functionality, the original idea of an auto queue is to let the player to more interesting things than just clicking to make more units.
Mh, I see your point. I definitely didn't consider that, and it does make it less useful than it could be.
In rP25381#52932, @wraitii wrote:In rP25381#52929, @nani wrote:Well, that makes no sense
As written, it does, it makes auto queue slightly worse than manual queueing.
The previous problem makes it worse when you want to delete the unit that is in training (or all the units in the queue) and the auto queue starts to add more units to queue before you can delete them.
That is more problematic, we probably de-activate the auto queue if the production queue is manually changed.
Creating ticket.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
In rP25381#52929, @nani wrote:Well, that makes no sense
In rP25381#52928, @Stan wrote:@nani Apparently it's intended so it's no OP.
@nani Apparently it's intended so it's no OP.
Although the auto-queue works it has some pretty apparent broken functionality:
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Add my rotation GamView method as well which was useful.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Rebased for A25
for some reason the 64 version still looks better, but I think the 32 version is stil an improvement.
Can you add context ? pass -U5000 to your diff command. :)
Successful build - Chance fights ever on the side of the prudent.
Added new icons from @marder and renamed the old icons instead of deleting them.
All the changes are improvements, especially Cantabrian Highland.
Improved the pictures @Langbart and @vladislavbelov mentioned.
I've managed to compile & run this on MacOS, but because freetype installs its header to include/freetype2/ instead of just include, we can't use the default include paths.
So I would suggest using png-config, but that requires D3611, ideally (could be done without by hardcoding the path). Alternatively, could hack in build-osx-libs.sh