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Example: altering villager speed (movement) to much closer to the assy/yama bonus, found here > http://www.voobly.com/gamemods/mod/220/Increased-Villager-Speed
This thread is basically for any further ideas, changes, suggestions, feedback on the villager speed mod (too fast now , still too slow?)
Any other potential imbalances, although not as major as villager speed bonus, can still in theory all be fixed.
For instance, now that villagers are only marginally slower than assy/yama baseline level, should Sumerian villagers be reduced in HP in order to prevent excessive peon fights? Etc.
The original thread can be found here > http://www.voobly.com/forum/thread/183630
All feedback/criticisms welcome.
How about lower there hp some but not all the way, but also give the extra hp to other civs such as greek because they can use anything to help them out.
- Villager speed fixed (was error before with inconsistent speeds amongst villagers with different tasks, which has been corrected.
- Hittite warships decreased in range by 1.
- Greek cavs cost 70:60 (G:F), previously 80:70
- Hoplites 10% faster, with exception of Greek, which retains its current bonus.
- Persian vills same speed as assy/yama villls prewheel, to account for lack of wheel in brz.
- Sumerian vills now have 30hp, partially retain their bonus, but not all due to previous strength in peonrush.
- Sumerian villagers slightly slower than all other civs, due to 5hp bonus.
Crazy, the assy/yama speed bonus is a massive bonus to econ, not just in peonrush/chasing. Increasing speeds rather than armour is a fairer solution. Come test soon on the client man!
Any more ideas welcome, either here or message on the client.
The Persian hunting bonus is not as strong as it was initially believed by the creators of the game. (They believed it so strong, they gave them far weaker farms, no wheel, zero economy upgrades from the market past tool, and no significant units in bronze. Persian is an all or nothing civ to a certain extent - it either rushes it enemy to death (or rushes and weakens 2 enemies) or if fail rush it dies very hard in early brz.
4 minute scout rushes are unrealistic, even with a perfect sf map with tc ele. Lets assume fast enough to pump scouts with 14 vill tool (we're talking exceptional map) you can still wall with houses, and defend with clubmen/vills, and to maintain pump you wouldn't be able to econ up past 14. Besides, if i explore my next and he is Persian and has stopped at <18-20 vills, (besides being fast yourself) peon is an option.
Having said this, I have attempted to strengthen Persian's bronze, with stronger, faster, cheaper infantry, to make up for the worst econ in the game, while reducing their speed from Yassy levels back to the 25% of all other previously slow civs.
But I'm still thinking about unused units :
Ballista / Helepolis
War elephants
Archer elephants
Improved bowmen
I suggest to improuver the moving speed for ballista
I suggest to reduce a bit the cost of elephants
I suggest to increase the range to 8 and reduce gold cost to 10 for improved bowmens
Bou
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For example, http://www.voobly.com/gamemods/mod/42/Real-Farms
sumi should remain unchanges imo.