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Palaxin
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User Since
Jan 13 2017, 11:02 PM (215 w, 3 d)

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Recent Activity

Sat, Feb 20

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

Dude, is this comedy???
@gameboy did you actually read @Freagarach answer to your questions?? Directly before your comment.

Sat, Feb 20, 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