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borg- (Estevan Borges Martins)
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User Since
Feb 17 2017, 7:33 PM (197 w, 3 d)

Recent Activity

Thu, Nov 19

borg- accepted D2992: [gameplay] remove structure <Loot/xp>.

Even thought of @ValihrAnt .

Thu, Nov 19, 10:38 PM
borg- added a comment to D2996: [gameplay] Move bireme to village phase and balance..

I don't think it is necessary to create new models. as gaul and brit are extremely poor in water maps, putting trireme early can be interesting. we can lower the attack a bit (original design idea), or even increase the value of the gaul / brit / (iber too?) triremes in proportion to their largest hp.

Thu, Nov 19, 7:53 PM
borg- added a comment to D2996: [gameplay] Move bireme to village phase and balance..

Why don't we move the gaules / brit trireme to village phase? the original idea of ​​the brit / gaul trireme was to have more hit points and less attack. We put it in phase two and reduce the attack a little bit, I think it's fair.

Thu, Nov 19, 5:14 PM

Sat, Nov 14

borg- added a comment to D2972: [gameplay] Increase hack damage of pikemen.

As mentioned by @ValihrAnt, pikeman is a great unit, specially with ranger units, better than spearmen or swordmen ofc. it doesn't seem bad or unbalanced, it doesn't seem bad that they are stronger, some civilizations can take good advantage of it. what cannot happen is the extremely strong unit to the point of ruining gameplay. Rome may have a best sword inf of the game or iber with slings. Some "specially" units dont seems a problem with me.

Sat, Nov 14, 6:26 PM
borg- added a comment to D2996: [gameplay] Move bireme to village phase and balance..

Some civilizations do not have bireme it does not seem like a problem with the patch, this makes players make better decisions about which civilization to choose on water maps.

Sat, Nov 14, 6:14 PM
borg- added a comment to D2996: [gameplay] Move bireme to village phase and balance..

We can reduce the strength of the bireme a little more, so that the snowball is not so significant, Increasing your cost is also interesting.

Sat, Nov 14, 2:11 PM
borg- added a comment to D2972: [gameplay] Increase hack damage of pikemen.

As I mentioned earlier, I think we should reduce the pikeman armor a little bit, so that the new attack can be balanced. Giving a bonus is not a good solution, he would still have 1 attack, which is unpreparable.

Sat, Nov 14, 2:08 PM

Sep 19 2020

borg- updated the diff for D2996: [gameplay] Move bireme to village phase and balance..

DefaultArrowCount 1.

Sep 19 2020, 12:36 AM

Sep 11 2020

borg- added a comment to rP24034: Cheer after combat when no enemy units are in range.

Tnx god, tnx angen.

Sep 11 2020, 7:35 PM

Sep 9 2020

borg- added a comment to rP24016: Debuff outpost and remove un-necessary technologies..

Outpost are almost not used in 2x2 games and
3x3 or 4x4. The current changes along with nescio pacth(outpost need unit to vision)outposts are more interesting and useful, as they do not need vision technology to have a considerable vision, they also lose territory slowly.
100% is not true.

Sep 9 2020, 11:57 PM

Sep 5 2020

borg- added a comment to D2987: [gameplay] change ship technologies.

If vision is deemed “practically useless”, then I'd suggest deleting the carthaginians/special_exploration.xml and romans/vision_sibylline.json technologies.

Sep 5 2020, 4:35 PM
borg- accepted D2950: [gameplay] keep population for houses.
Sep 5 2020, 4:29 PM
borg- added a comment to D2951: [gameplay] merge wonder population auras.

The "add": 50 could be replaced with e.g. "multiply": 1.2 (i.e. 20%), if you think that's better. However, the effect would be exponential, i.e. with a population cap of 250 the first wonder would add 50, the second 60, the third 72, andsoforth, so I guess that's why a flat addition rather than a multification was chosen in the past. I have no strong opinion on this specifically.

Sep 5 2020, 4:27 PM
borg- added a comment to D2956: [gameplay] tweak ship costs and tweak merchant ships.

Yes, but the combination of more armour, health, and, crucially, a third more trade gain for merchant ships justify their higher costs.

Sep 5 2020, 4:25 PM
borg- added a comment to D2987: [gameplay] change ship technologies.

The patch is better than the current situation, but I still don't feel satisfied.

Sep 5 2020, 4:51 AM
borg- updated the summary of D2996: [gameplay] Move bireme to village phase and balance..
Sep 5 2020, 4:46 AM
borg- requested review of D2996: [gameplay] Move bireme to village phase and balance..
Sep 5 2020, 4:43 AM

Sep 4 2020

borg- accepted D2986: [gameplay] detower outpost.
Sep 4 2020, 12:00 PM

Sep 3 2020

borg- added a comment to D2986: [gameplay] detower outpost.

Following the idea of the patch, outpost could be just a neutral building, cannot be captured, just destroyed or garrison. Can only be built in neutral territory.

Sep 3 2020, 7:04 PM
borg- added a comment to D2986: [gameplay] detower outpost.

I really like this

Sep 3 2020, 5:59 PM

Aug 29 2020

borg- edited reviewers for D2878: [gameplay] update siege techs., added: Balancing; removed: Lionkanzen, Feldfeld, Nescio.
Aug 29 2020, 1:42 AM
borg- removed reviewers for D2955: [gameplay] more realistic cavalry speed: Nescio, Lionkanzen.
Aug 29 2020, 1:41 AM
borg- edited reviewers for D2916: [gameplay] balance economy techs, added: Balancing; removed: Restricted Owners Package, wraitii, badosu.
Aug 29 2020, 1:41 AM
borg- updated the diff for D2972: [gameplay] Increase hack damage of pikemen.

Values by @Nescio

Aug 29 2020, 1:40 AM
borg- updated the diff for D2933: [gameplay] tweak outpost and remove techs.

Rebase.

Aug 29 2020, 1:28 AM

Aug 27 2020

borg- added a comment to D2972: [gameplay] Increase hack damage of pikemen.

I do not understand too. the pikemen were a vulnerable unit from a ranged attacks, but an armored unit attacking vs melee. I think it's fair to decrease your piercing armor and increase your attack slightly.

Aug 27 2020, 12:46 PM

Aug 26 2020

borg- added a comment to D2972: [gameplay] Increase hack damage of pikemen.

2/3 is a good number for you?

2+3 is better than 1+3, though I'd prefer 2+4, 2+5, or 2+6, which would still result in a damage per second less than that of spearmen (4 vs 5.5).

Still armour 10/10?

Yes, that's what's characteristic of pikemen in 0 A.D.

Aug 26 2020, 6:02 PM
borg- added a comment to D2972: [gameplay] Increase hack damage of pikemen.

2/3 is a good number for you?
Still armour 10/10?

Aug 26 2020, 5:40 PM
borg- added a comment to D2972: [gameplay] Increase hack damage of pikemen.

Increasing the hack attack to 2 and decreasing the pierce from 3 to 2.

Given that pikemen already have by far the lowest damage per second of any soldier, I'm not sure the pierce damage reduction is an improvement, why not simply increase the damage, e.g. 2 hack + 4 pierce? (2 + 4) / 2 = 3 is still a lot less than the next weakest unit, i.e. spearmen: (3 + 2.5) / 1 = 5.5.

Aug 26 2020, 1:28 PM
borg- removed a reviewer for D2954: [gameplay] Fix persian axeman cavalry: Restricted Owners Package.
Aug 26 2020, 1:24 AM
borg- updated the diff for D2972: [gameplay] Increase hack damage of pikemen.
Aug 26 2020, 1:23 AM

Aug 25 2020

borg- updated the diff for D2972: [gameplay] Increase hack damage of pikemen.
Aug 25 2020, 3:13 AM
borg- requested review of D2972: [gameplay] Increase hack damage of pikemen.
Aug 25 2020, 2:50 AM
borg- added a comment to D2815: [gameplay] give all civs rams.
In D2815#129693, @Stan wrote:

That unit exists and has been updated recently in mods. If you want it I can add it to vanilla

Aug 25 2020, 1:35 AM

Aug 24 2020

borg- added a comment to D2950: [gameplay] keep population for houses.

New values is better.

Aug 24 2020, 5:29 PM
borg- added a comment to D2815: [gameplay] give all civs rams.

The problem of lack of swordsmen is easily solved by decreasing the spearman pierce attack and increasing the hack for example.

Aug 24 2020, 3:56 PM

Aug 19 2020

borg- updated the diff for D2955: [gameplay] more realistic cavalry speed.

up.

Aug 19 2020, 12:01 AM

Aug 18 2020

borg- added a comment to D2966: [gameplay] Cavalry movement tech.

What about new town or city phase techs gives 5% health but +5% food cost?

If a technology is really effective, like +25%, then I think a cost increase is justified (e.g. D2856). For a generic technology, I'd caution against, though.
Given that citizen soldiers already get free health increases each phase advance (see D2845), I'm unconvinced adding another cavalry health technology is desirable.
How about adding a town phase "Horse Breeding" technology that reduces Cavalry training time by 10%?

Aug 18 2020, 11:51 PM
borg- updated the summary of D2966: [gameplay] Cavalry movement tech.
Aug 18 2020, 11:50 PM
borg- updated the diff for D2966: [gameplay] Cavalry movement tech.

Rebase.

Aug 18 2020, 11:50 PM
borg- added a comment to D2966: [gameplay] Cavalry movement tech.

Just take out the penalty. Don't add health. Maybe raise the cost to 300 food + 100 metal?

Aug 18 2020, 8:54 PM
borg- added a comment to D2955: [gameplay] more realistic cavalry speed.

Up without techs.

Thank you.
Did you consider giving all cavalry types different speeds? E.g. archer > javelineer > axeman > swordsman > spearman. And perhaps health in the opposite direction (i.e. faster units are killed quicker)?
That said, I have no strong opinions on this patch either way. Nonetheless, I think @ValihrAnt's opinion is important in this case, because of D2585, as mentioned earlier.

Aug 18 2020, 8:24 PM
borg- added a comment to D2966: [gameplay] Cavalry movement tech.

Thanks, I like this. One question though, why does the technology increase the food cost of cavalry? I don't think this is really necessary; movement speed does matter, but I'd say is less important than e.g. health.

Aug 18 2020, 8:13 PM
borg- updated the summary of D2955: [gameplay] more realistic cavalry speed.
Aug 18 2020, 12:40 AM
borg- updated the summary of D2966: [gameplay] Cavalry movement tech.
Aug 18 2020, 12:39 AM
borg- updated the summary of D2966: [gameplay] Cavalry movement tech.
Aug 18 2020, 12:38 AM
borg- requested review of D2966: [gameplay] Cavalry movement tech.
Aug 18 2020, 12:38 AM
borg- updated the diff for D2955: [gameplay] more realistic cavalry speed.

Up without techs.

Aug 18 2020, 12:21 AM
borg- added a comment to D2965: [gameplay] separate chariot templates.

Separating the templates is a good thing for the future where we can have techonologies and specific auras, but like D2900 I don't like the fact that they are not affected by technologies or auras. Camels are considered cavalry, as are elephants and chariots (they are drawn by horses).

Aug 18 2020, 12:08 AM

Aug 17 2020

borg- updated subscribers of D2954: [gameplay] Fix persian axeman cavalry.

@wraitii look here pls

Aug 17 2020, 12:35 PM

Aug 15 2020

Herald added a reviewer for D2954: [gameplay] Fix persian axeman cavalry: Balancing.

I think don't need review just commit

Aug 15 2020, 11:00 PM
borg- updated subscribers of D2956: [gameplay] tweak ship costs and tweak merchant ships.

I was doing this path right now, lul.

Aug 15 2020, 9:34 PM
borg- requested review of D2955: [gameplay] more realistic cavalry speed.
Aug 15 2020, 6:13 PM
borg- requested review of D2954: [gameplay] Fix persian axeman cavalry.
Aug 15 2020, 4:29 PM
borg- added a comment to D2950: [gameplay] keep population for houses.

I like the idea of the patch, but I'm not sure about Iber / Brit / Gaul.

Aug 15 2020, 12:00 AM

Aug 14 2020

borg- added a comment to D2951: [gameplay] merge wonder population auras.

I can agree with that. It's a bit confusing as it is now and really + 10 pop makes almost no difference. I have nothing against it either, if "stackable" is taken out, hardly anyone converts it into a wonder.

Aug 14 2020, 11:56 PM

Aug 8 2020

borg- updated the summary of D2878: [gameplay] update siege techs..
Aug 8 2020, 12:14 AM
borg- updated the diff for D2878: [gameplay] update siege techs..

Up.

Aug 8 2020, 12:14 AM

Aug 7 2020

borg- added a comment to D2933: [gameplay] tweak outpost and remove techs.

Apart from health/loyalty regeneration I don't think outposts are too much broken.

I like the health/armor decrease and the possibility to research a tech to make outposts resilient, one interesting thing is that outposts garrisoned have higher DPS than a Sentry tower with 1 garrison.

Aug 7 2020, 11:31 PM
borg- updated the summary of D2933: [gameplay] tweak outpost and remove techs.
Aug 7 2020, 11:29 PM
borg- updated the diff for D2933: [gameplay] tweak outpost and remove techs.

New values by @Nescio

Aug 7 2020, 11:29 PM
borg- added a comment to D2916: [gameplay] balance economy techs.

@Nescio i need make this patch on new revision?

Aug 7 2020, 8:41 PM
borg- retitled D2878: [gameplay] update siege techs. from [gameplay] improve siege techs. to [gameplay] update siege techs..
Aug 7 2020, 3:33 AM
borg- updated the diff for D2878: [gameplay] update siege techs..
Aug 7 2020, 3:28 AM
borg- updated the summary of D2933: [gameplay] tweak outpost and remove techs.
Aug 7 2020, 12:54 AM
borg- updated the diff for D2933: [gameplay] tweak outpost and remove techs.

Rebase.

Aug 7 2020, 12:53 AM

Aug 6 2020

borg- added a comment to D2916: [gameplay] balance economy techs.

arc patch D2916`

Aug 6 2020, 4:36 PM
borg- added a comment to D2493: [gameplay] make siege engines uncapturable.

It depends on how vulnerable @badosu referss.
Anyway, for me, values below 25 can be a problem, even with buff in D2494.

Aug 6 2020, 3:57 PM
borg- accepted D2494: [gameplay] overhaul artillery attacks.
Aug 6 2020, 3:54 PM
borg- added a comment to D2494: [gameplay] overhaul artillery attacks.

This patch gives different goals to stonethrower and boltshooter.

Aug 6 2020, 3:54 PM
borg- added a comment to D2916: [gameplay] balance economy techs.

@wraitii this values are good to you?
@badosu opnion?

Aug 6 2020, 3:31 PM
borg- added a comment to D2760: [gameplay] add visible garrison points to gates.

I like the aesthetics of this. @balancing (@Feldfeld, @borg-, @badosu, @ValihrAnt)?

Aug 6 2020, 11:57 AM
borg- added a comment to D2411: Allow to limit unit count per match..

cc @borg- you want this I believe.

I think "matchLimit" might be more explicit? Not sure.

Aug 6 2020, 11:55 AM
borg- added a comment to D2493: [gameplay] make siege engines uncapturable.

@borg- update on that?

Aug 6 2020, 5:35 AM

Aug 5 2020

borg- added a comment to D2939: [gameplay] delete armor_hero_01 technology.

Just remember to bring back this tech if we ever reduce the heroes health as seems to be probably happening.

Aug 5 2020, 10:46 PM
borg- accepted D2866: [gameplay] tweak human training times.
Aug 5 2020, 10:14 PM
borg- accepted D2939: [gameplay] delete armor_hero_01 technology.

Yes pls.
So much generic tech and not used.

Aug 5 2020, 10:13 PM
borg- added a comment to D2937: [gameplay] tower_armour → tower_health.

To be clear, this technology is not new, this patch just makes it more explicit what it does.

Aug 5 2020, 6:14 PM
borg- added a comment to D2937: [gameplay] tower_armour → tower_health.

I prefer something specific for anti siege, like +5 crush armor. This still maintains the ability of melee units to take down towers.
Tower watch can be changed to +1 garrison capacity. Make more sense than simply increase arrows.
+ 1 capacity make tower hardly convertion, i like this.

Aug 5 2020, 6:00 PM
borg- added a comment to D2933: [gameplay] tweak outpost and remove techs.

It may be interesting to keep the standard 10 armor hack. Just a Idea, but we can add technogy could increase the garrison capacity to two and we can make an aura that increases the vision capacity for each garnished unit. Vision tech can be removed and decay technology can eliminates the conversion into neutral territory for gaia.

Aug 5 2020, 5:46 PM
borg- added a comment to D2917: [gameplay] allow upgrading cart_house to cart_apartment.

There were three questions, so no to which part(s)?

Aug 5 2020, 5:39 PM
borg- added a comment to D2508: [gameplay] prevent ships and siege engines from attacking fields.

@borg- what do you think? Do you prefer Restricted classes ? Or making them "not" preferred classes?

Aug 5 2020, 12:51 PM
borg- added a comment to D2917: [gameplay] allow upgrading cart_house to cart_apartment.

What happens if another civ captures a cart house? Can it upgrade it to a cart apartment? Is that desirable?

Aug 5 2020, 3:44 AM
borg- requested review of D2933: [gameplay] tweak outpost and remove techs.
Aug 5 2020, 3:34 AM
borg- added a comment to D2866: [gameplay] tweak human training times.

I don't like the new value of the healer,

It could be altered, if you think that's better. Is it too low? Or too high? If the latter, how about 15 (same as trader)? Maybe slave and worker elephant too?

Aug 5 2020, 1:15 AM

Aug 4 2020

borg- accepted D2856: [gameplay] redo special_war_horses technology.
Aug 4 2020, 11:11 PM
borg- added a comment to D2856: [gameplay] redo special_war_horses technology.

About increasing the loot, I still disagree.
All the technologies like blacksmith make the units more difficult to kill, so I don't see any logic to increase the loot just for this.
The rest is good and I like it.

Aug 4 2020, 7:57 PM
borg- requested changes to D2856: [gameplay] redo special_war_horses technology.
Aug 4 2020, 5:58 PM
borg- added a comment to D2535: [gameplay] remove pop cap civ bonuses.

I don't agree with this patch.

Aug 4 2020, 5:55 PM
borg- accepted D2866: [gameplay] tweak human training times.
Aug 4 2020, 5:54 PM
borg- added a comment to D2866: [gameplay] tweak human training times.

This patch alone does not solve the spam problem, but is a clear improviment.
Gives champion elephant a fairer number.
I don't like the new value of the healer, but anyway they are within the planning for a general balance.

Aug 4 2020, 5:54 PM
borg- added a comment to D2721: improve animal footprints.

Many thanks! Seriously, you just made my day!

Aug 4 2020, 3:55 PM
borg- added a comment to D2853: [gameplay] adjust elephant template values.

This makes the Hero Elephant an absurdly good siege unit.

Aug 4 2020, 3:50 PM
borg- added a comment to D2899: [gameplay] improve melee units.

To be clear, while I dislike the approach, I'm not opposed to seeing this patch implemented, if others really want it. It does not make things worse and is a small and simple change, at least for the short term.
However, the proper solution would be balancing the health, armour, and attack stats (most importantly, damage per second) of each individual unit type, and then give each appropiate cost and experience values based on that. That's a lot more work, though, and probably needs several patches and plenty of play-testing.

Aug 4 2020, 3:23 PM
borg- added a comment to D2899: [gameplay] improve melee units.

It does not solve the real issue, it just masks it.

Aug 4 2020, 3:06 PM
borg- added a comment to D2899: [gameplay] improve melee units.

It does not solve the real issue, it just masks it.

Aug 4 2020, 3:04 PM
borg- added a comment to D2760: [gameplay] add visible garrison points to gates.

I didn't get any bugs, but I'm not sure I tested it enough.

Aug 4 2020, 3:02 AM
borg- accepted D2505: [gameplay] tweak wall vision.

Are there other structures (e.g. corral, pyramids, Stonehenge) that should get this same vision change?

Aug 4 2020, 3:01 AM

Aug 3 2020

borg- added a comment to D2496: tweak soldier footprints.

Well, it seems to me that the standard for rts games is the circle, there must be a good reason for that (I think). I don't know how much it affects gameplay.

Aug 3 2020, 10:01 PM
borg- accepted D2853: [gameplay] adjust elephant template values.
Aug 3 2020, 6:16 PM