Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Scenario Design > =V= Gwarz AC v1.scx - Coming Soon
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Does this mean people can kamikaze on heroes and kill them?
Only a few spots had that advantage and if you aren't stupid you won't get caught like that.
Also its not possible for me to make it fair the other way around.
I don't know. Most people will be using paladins, only mongol and celt rams would really be useful. We can try it I suppose, Introduce two versions at once and see which one wins out.
Gwarz has, due to some enterprising NPL players, become fairly well played for a blood map. However it is not equipped to be played in random or mirror by design. I aim to change this by making a few tweaks here and there. In addition to making the map a little bit more balanced I want to reduce the effectiveness of camping.
I have already made the following balance changes:
To those not quite familiar with the map. It is all techs and thus each civ has access to all units. So if you think that limiting elite war elephants to 5 is unfair, remember that you can back those 5 up with 50 of any other unit and they spawn at the same speed.
Feel free to suggest any other units that need to be limited. I want to stick to uniques since all civilisations have access to the regular units. However if you think one unit promotes unfair play, then do mention it.
Moving on....
The following are the changes I hope might reduce camping.
This is will force players to build gates to close off their bases, should they need to.
This has obvious risks, since that gate can be razed.
Reduces hp of bombard towers leading to easier razing.
Finaly here are minor changes I made.
Editing mills is fine considering what your goal is. I personally think its fine the way it is but deleting mill would become to common if map was to spread to CBA players.
Max elite UU pop is fine as you have it. Need to restrict elite longbow population as well or disable yeomen.
Wall adjustment is fine
Completely disagree with removing masonry architecture.
Adding rams is interesting but would need to change the way raze rewards are structured. One option might be to allow players to build seige workshops in order to make siege units. The Siege workshop would always be vulnerable or space consuming wherever it was built. Plus players with lots of vills would have to work around max population of 75 to continue creating.
Well if theres another way to make bbt camping a little less rewarding I'll do that instead of this. To be honest I'd be content with walls being disabled. CBAers I'm teaching the map are beginning to wall off the front of towers no matter what I say ^^
As for the ram idea. With no walls, it would be very easy to raid and raze siege workshops with pallies.
How about we change the khan/sab reward to this:
Khan: 20 Razes and 1000 Kills / 1500 Kills and 10 Razes
Monkey: 30 Razes and 1400 Kills / 2000 Kills and 15 Razes
Sabs: 40 Razes and 1800 Kills / 2500 Kills and 20 Razes
This would mean that you can't just camp it out for kills or go all out for razes, you'll be able to supplement khans with siege rams but you'd have to micro manage a lot to get a large number made and with plenty of strong melee heroes available they'd be hard to use.
In theory this would result in more direct fighting and battling for razes.
Khan: 20 Razes and 1000 Kills / 1500 Kills and 10 Razes
Monkey: 30 Razes and 1400 Kills / 2000 Kills and 15 Razes
Sabs: 40 Razes and 1800 Kills / 2500 Kills and 20 Razes
We need a trial version of it .
I meant spawning rams as units create and spawn it.
What about this idea ; 3500 kills +250 hp to sabs ?
I was thinking a looong looong time in.
I prefer charlies idea of building rams from siege workshop and I think I'll just go for that.