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- User Since
- Jan 13 2017, 11:02 PM (378 w, 6 d)
Oct 25 2021
Mar 25 2021
Mar 21 2021
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 16 2021
Sounds interesting!
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...
sounds interesting to me
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.
I agree
Thank you! To keep things simple, I would wait for that ticket before continuing to discuss the trader garrison bonus...
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
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.
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 :)
I like the direction.
Mar 12 2021
Great!
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).
Feb 20 2021
Jan 29 2021
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 19 2021
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.
I think we have reached a good compromise.
Houses will still be used in village phase, apartments from town phase.
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 18 2021
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 17 2021
What about the following, then:
light ram | medium ram | heavy ram | |
pop cost | 2 | 3 | 4 |
other cost | 66.7% | 100% | 133.3% |
health | 80% | 100% | 120% |
damage | 80% | 100% | 120% |
Probably garrison capacity should be adjusted as well.
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
Following realism, I'd adjust both health and damage.
However, distinguishing by health alone seems to be the choice for a clean gameplay design.
So we all agree that normal houses remain what they are (10 pop), right?
I would be okay with town phase also.
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.
I came up with another interesting mechanic:
True, that would clearly be outside the scope of this patch and require one of the core developers... Consider it as brainstorming
Jan 16 2021
See my previous message.
Thank you for your work!
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
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.
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...
Dec 29 2020
Dec 4 2020
Dec 3 2020
Sep 13 2020
Sep 10 2020
May 21 2020
I think this kind of stuff is something for cheats...
Great to see my work from #3786 continued :)
Mar 18 2018
Apr 17 2017
Apr 14 2017
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...
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...