- User Since
- May 12 2021, 11:44 AM (134 w, 5 d)
Feb 21 2022
Sep 23 2021
Aug 11 2021
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Jun 16 2021
Jun 9 2021
What about other siege weapons? E.g. onager, lithobolos, oxybeles
Jun 8 2021
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.
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.
Jun 7 2021
I agree with these changes, but why has it failed to build?
Jun 6 2021
3 town phase buildings to go P3
Jun 5 2021
Better wording thanks to maroder
marder I am taking about fully-constructed buildings, not just a foundation
Jun 4 2021
We might as well decrease the pierce armour so that you can shoot it down with archers and towers.
Reza's complaint was the camps not costing metal so people spam them, which is annoying for non-Romans. But then nani had the idea of making them more fragile but capable of siege. I like the idea of unlocking siege with a tech as that nerfs the camp as a siege workshop but also gives you an opportunity for sneak ram attacks.
@ValihrAnt the defensive capabilities will be restored to the normal value in A24 once you research the tech
This is the file
@wraitii here: https://wildfiregames.com/forum/topic/40035-why-romes-camp-doesnt-cosist-of-metal-bad-problem/?tab=comments#comment-428349
This is interesting as Stan said the changes would make Romans OP
Jun 3 2021
Seleucid and Ptolemies get cheaper colonies to maintain their prevalence in expansions.
An idea following up is to give every civ a military colony, but adjust the cost slightly.
I feel like it should cost stone and wood instead of metal, because you never build stuff with iron. Also stone and wood encourages expansion as well sinceetal is heavily used in techs
However, players would be encouraged to expand if we make CCs and colonies a town phase structure. This increases the chance of confrontations and hence reduces the turtling issue.
@wraitii 200ms sounds good as well as that is close to the human reaction time (assuming you didn't drink coffee and not on drugs) ;)
Jun 2 2021
Jun 1 2021
May 21 2021
I would recommend decreasing the aggressiveness of the very easy AI, because that is what deters new players. When the very easy AI rushes, permit them to use either only ranged or only melee, because the combination of ranged+melee is too strong. Even as a 1400+ player I lose a lot of units to AI rushes.
May 20 2021
Please change line 172 to "Name": "random"
May 12 2021
How do you edit the xml files? I can see the content but I cannot edit anything.