=V= Gwarz AC v1.scx - Coming Soon

 Barsta


Joined:  31 July 2011
Posts: 2719
編集済み5 March 2014 - 4:05 pm by Barsta
Change Log:

  • War Elephant population reduced to 10
  • Elite War Elephants population reduced to 5
  • Mameluke population reduced to 30
  • Elite Mameluke population reduced to 20
  • Conquistador population reduced to 30
  • Elite Conquistador population reduced to 20
  • Jannisary population reduced to 30
  • Elite Jannisary population reduced to 20
  • Elite Magnudai population reduced to 25
  • Removed Yeoman
  • Removed Artillery
  • Removed the ability to build walls.
  • I added stone heads around all spawns
  • Removed monasteries, lumber and mining camps.
  • Added ice to precent full camping and even up building space in bases
リンク | 受信箱 | Quote
 CrunchyNapkin


Joined:  24 February 2014
Posts: 496
編集済み25 February 2014 - 12:56 am by CrunchyNapkin
damn npl players!
リンク | 受信箱 | Quote
 _IYIastA_


Joined:  22 August 2011
Posts: 3559
Posted25 February 2014 - 1:18 am
Oh I was thinking about changing gawain to somethign useful. Anyone think of a cav hero only a bit stronger than paladin?
リンク | 受信箱 | Quote
 [Eot_]DJ


Joined:  22 August 2010
Posts: 2796
Posted25 February 2014 - 4:40 am
Quote:
I added stone heads around all spawns to prevent people luring heroes to their deaths.

Does this mean people can kamikaze on heroes and kill them?
リンク | 受信箱 | Quote
 _IYIastA_


Joined:  22 August 2011
Posts: 3559
編集済み25 February 2014 - 7:30 am by Barsta
[Eot_]DJ wrote:
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.
リンク | 受信箱 | Quote
 SuTheKing


Joined:  4 July 2013
Posts: 407
Posted25 February 2014 - 8:30 am
;thumbup
リンク | 受信箱 | Quote
 [dv8]_Vezir_


Joined:  29 July 2011
Posts: 540
Posted25 February 2014 - 2:45 pm
We must try a version with 5 or 10 ram pop.
リンク | 受信箱 | Quote
 Barsta


Joined:  31 July 2011
Posts: 2719
Posted25 February 2014 - 2:58 pm
We must try a version with 5 or 10 ram pop.

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.
リンク | 受信箱 | Quote
 CrunchyNapkin


Joined:  24 February 2014
Posts: 496
Posted25 February 2014 - 9:50 pm
rams would be awesome at late game of gwarz
リンク | 受信箱 | Quote
 [Eot_]ForgiveMe_


Joined:  21 December 2007
Posts: 1476
Posted25 February 2014 - 11:27 pm
Barsta wrote:
Evening all.

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:
Code:
War Elephant - 10 pop Elite War Elephants - 5 pop Mameluke - 30 Pop Elite Mameluke - 20 pop Conquistador - 30 pop Elite Conquistador - 20 pop Jannisary - 30 pop Elite Jannisary - 20 pop Elite Magnudai - 25 pop

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.
  • Remove the ability to build walls.
    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.
  • Disabled masonry/architecture.
    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.

リンク | 受信箱 | Quote
 Barsta


Joined:  31 July 2011
Posts: 2719
編集済み26 February 2014 - 11:11 am by Barsta
Quote:
Completely disagree with removing masonry architecture.


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.
リンク | 受信箱 | Quote
 [dv8]_Vezir_


Joined:  29 July 2011
Posts: 540
Posted27 February 2014 - 7:10 am
Barsta wrote:

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 ?
リンク | 受信箱 | Quote
 Barsta


Joined:  31 July 2011
Posts: 2719
Posted27 February 2014 - 6:16 pm
How about taking a leaf out of CBA Hero and adding a gods own sling for owning the middle after a certain amount of time? This could solve the problem of one player completely surrounding the other but being unable to finish the game due to camping.
リンク | 受信箱 | Quote
 Coat_of_Arms


Joined:  29 November 2012
Posts: 6806
Posted27 February 2014 - 7:45 pm
Barsta wrote:
How about taking a leaf out of CBA Hero and adding a gods own sling for owning the middle after a certain amount of time? This could solve the problem of one player completely surrounding the other but being unable to finish the game due to camping.
No, because you could treb someone from your own fortified base.
リンク | 受信箱 | Quote
 Barsta


Joined:  31 July 2011
Posts: 2719
Posted27 February 2014 - 8:52 pm
No, because you could treb someone from your own fortified base.

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.


リンク | 受信箱 | Quote
[1]2
Displaying 1 - 15 out of 30 個のレス
カテゴリを移動:
1 User(s) are このトピックを読んでいる人 (過去30分以内)
0 members, 1 guests

What's popular right now:
Most active threads in past week: