CBAv22

 [dv8]KoolSavas


Group: Silver Membership
Join Date: 21 August 2012
Posts:1236
Posted 20 April 2018 - 2:07 pm
!This is not an official version yet!
!This does not apply CBA Hero!
This threads purpose is to see whether players approve of the changes made and - in case it will be rated - to inform them what has changed.

What has been removed/reverted?
  • Vikings no longer get university researches automatically at map start.
    Several players were against that change. In my opinion its part of a players skill doing the researches in the right order (or even at all).
  • The sound you hear at the map start which represents your civilization has been removed.
    I think most players didnt care, so its more of a personal thing but Im sure some will agree with me. I thought it was super annoying and it serves literally no purpose. You get unique units and you see your civilization written as text anyway, so what was that sound even added for? Blind people?
  • The kills system has been reverted to v19 and previous versions when both - kills and conversions - were combined. It was a popular tactic to use monks, especially as Persians, to convert other units and reach Imperial Age faster this way. For some reason this was changed with v20 and no longer possible after that.

What is new?
Starting with the more important changes.
  • Villagers will only be tasked off their spawn when they actually spawn.
    This has two advantages: 1) In laggy games those villagers sometimes got stuck on their spawn and wont move (this is because they were tasked off their spawn once per second and path calculation taking longer than a second in laggy games). Now they will move off their spawn. 2) When you want to send them behind your castles or when building in that area you no longer have to worry about them getting re-tasked because they stepped on their spawn.
    Villagers will also simply stop spawning when you have 10 or more civilians on the map. Means no haystacks to block the spawn anymore.
  • Unique units will only be tasked off their spawn when they actually spawn.
    This has two advantages: 1) In laggy games those units sometimes got stuck on their spawn and wont move. Now they will move off their spawn. 2) When youre being rushed and want to send your units behind your castles, you often lost 10-15 units because they stepped on a spawn and didnt make it behind the castles. Now you should lose way less or even none.
  • Goths (and only them) are able to 'paliside wall to stone wall' right in front of their gates.
    The corner walls in front of your Accursed Towers can now also be stone walled with just paliside - for all civs.
  • One rather big change and some very minor changes to a few civilizations:
    - Aztecs: Start with Squires.
    - Franks: Start with Bearded Axe to initially compete with China, Korea and Mongols, but Imperial Age has been changed from 450 to 650.
    - Mongols: Units spawn each 9 seconds instead of 8 (P1 and P2 already had that in the old CBA).
    - Spanish: Imperial age from 750 to 700.
    - Turks: Imperial age from 700 to 650.
    Since population is always divisible by 4 with three exceptions, those three civs have been adjusted too (Maya 74->72, Turk 74->72, Viking 90->88)
  • The Razing Counter and Kill Counter behind your base are showing you exactly how many of those you have. You can even keep them selected and the number will update while you have it selected. The left number of their HP is the one that shows you the count. They both start at 0/1 and then switched to 1/0 once you get the first razing/kill. So dont get confused.
    The Tower of Flies that was next to them has been removed cause it was only there to see those two Gaia units.
  • The info about your civilization at the start of the game has been improved a little. It shows you the civilizations name, the amount of kills needed to reach Castle Age and Imperial Age, and the amount of razings you need to get your first villagers.
    After every razing you will be notified how many more you need and how many you currently have, similar to v21. Its not only helpful for new players but it also shows whether someone deleted or an ally stole a raze.
  • In the achievements you can check a few extra things now:
    - Food Collected will show you just your kills since conversions is now kills+conversions again.
    - Stone Collected will show the total amount of razings.
    - Wood Collected will show the amount of razings still needed for villagers.
  • The maps terrain has been changed a little.
  • Spawn on/off has not been readded since nobody uses that.
  • You start with 100.000 resources each, not 99.999 (looks better).
  • You start with 0 population instead of 1.
  • Boot messages have been slightly changed to cause less confusion for new players.
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 ['RB']nhoobish


Group: Standard Membership
Join Date: 8 August 2010
Posts:3029
Posted 20 April 2018 - 2:10 pm
SEcond!
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 Nashmou


Group: Standard Membership
Join Date: 8 July 2017
Posts:12
Posted 20 April 2018 - 2:33 pm
All ok and nice except the franks change, 750 to imperial pretty high for only +1 range.
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 [xCs]Riven_


Group: Standard Membership
Join Date: 14 December 2015
Posts:229
Posted 20 April 2018 - 2:42 pm
deleter
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 [dv8]KoolSavas


Group: Silver Membership
Join Date: 21 August 2012
Posts:1236
Posted 20 April 2018 - 2:47 pm
Nashmou wrote:
All ok and nice except the franks change, 750 to imperial pretty high for only +1 range.
Its 650. Gotta compensate a bit for reaching cage noticeably faster.
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 [xCs]el_totoro


Group: Standard Membership
Join Date: 17 December 2011
Posts:743
Posted 20 April 2018 - 2:59 pm
seems good in theory
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 [dv8]Holmes_


Group: Standard Membership
Join Date: 23 May 2011
Posts:2
Posted 20 April 2018 - 3:05 pm
Great work, far better than v21, all flaws seem to be fixed ..
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 [I3acI]JimmyRat


Group: Standard Membership
Join Date: 30 June 2007
Posts:966
Posted 20 April 2018 - 3:09 pm
Hi Malterat,
Could implement hallebard for viking and aztec ? as they are most useless in imp war ..
Also no matter v21 or v22 or v23 at the end rats always win :P
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 [xCs]IYIastA


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Join Date: 23 August 2011
Posts:3212
Edited 20 April 2018 - 4:22 pm by [xCs]IYIastA
Most of these seem good. The franks one I am torn on as I think requiring one less raze could make them better without changing their 'niche' too much. In addition I'd have suggested chinese having 250 cage.
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 [Eot_]FarGo_


Group: Standard Membership
Join Date: 23 August 2012
Posts:257
Posted 20 April 2018 - 4:58 pm
maybe viks should have Halberdier!
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 Durzo


Group: Standard Membership
Join Date: 21 July 2012
Posts:241
Edited 20 April 2018 - 5:30 pm by Durzo
I believe changes like the one made to the franks are what we need in order to get some live back into CBA matches


Things, like adding scorpions to the siege mix
Giving towers an early advantage. Like perhaps giving them a steady cummulative AP/time
And even changing the all round scenery in the map. IE. Terrain, Inclinations, simple aesthetic aditions.

Would do wonders to please the player base.
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 +[email protected]


Group: VGaming Lead
Join Date: 11 July 2009
Posts:13905
Posted 20 April 2018 - 8:32 pm
Durzo wrote:
Things, like adding scorpions to the siege mix
;lol








































NO.
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 ThoughtTactics


Group: Standard Membership
Join Date: 24 October 2013
Posts:2404
Posted 20 April 2018 - 9:31 pm
most of the changes seems plenty fine except frank axeman not having squires(this is the 3th most slow unique unit behind tks and elephant)
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 obi11


Group: Standard Membership
Join Date: 3 June 2010
Posts:423
Posted 20 April 2018 - 9:52 pm
Seems good, now move on to AoFE map ;2wizard
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 [Expertz]TheBrightSide


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Join Date: 5 June 2017
Posts:319
Posted 20 April 2018 - 9:53 pm
what about wk? ;2wizard


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