Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > General CS Discussions > RCB Fair Mod questions and answers?
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the camping is usually due to the powering up heroes. nobody wants to fight them, because you dont get many kills and you lose a lot if he can trap you. and the player with the power-up hero rather camps to get them stronger. a powerup limit for those units might give a n incentive to use them once they are near it or already reached it. but then again, it would need to be high enough to not make the unit useless. maybe just make them more expensive? never liked those units anyway, usually end up in a bad game when somebody picks them.
Below are undocumented changes made by Weapon which further have buffed Belisarius.
William the Conqueror
Below are undocumented changes made by Weapon which further have buffed William the Conqueror.
Theodoric the Goth
Below are undocumented changes made by Weapon which further have buffed Theodoric the Goth.
Overall, the first changes I would like to make are reverting the Attack Speeds of these three heroes back to original.
Belis back to 1 attack per 2 seconds instead of 1.80 seconds, William back to 1 attack per 2 seconds instead of 1.86 seconds and Theo back to 1 attack per 2 seconds instead of 1.65 seconds.
NB! I understand that this is not a direct nerf to the cost of kings or to the power-up, but these changes make these units effectively worse against every other unit in the game. This results in worse performance in mass unit battles and should make people reconsider buying them as often.
The reason behind is that I understand the camping endgame with 3 hours or more no action and just waiting for units to power up is not good state for the game. I consider this the most crucial issue, other moderate and minor issues can be looked at after the nerf to Belisarius, William and Theo have been agreed upon.
Belisarius
William the Conqueror
Theodoric the Goth
The change I would implement would not change the cost of the Villager purchase, so players will still have the option to have an early Villager buy. Instead the time to advance to Imperial Age would be increased as well as the production time for every Villager made from your TC.
This would mean that the people who aim to buy Villager and rush to Khan or Harald (sometimes even Global) with their production spam will be delayed a few more minutes at the start of the match. In other words, they will not get the best razes available and hopefully outproducing any of the other players (who went for Castles) will take a bit longer than normal.
Proposed changes
Note: The Villager cost of Kings is not getting changed.
Instead of making the Villager cost 6 Kings (so that noone can buy it instantly at the start of the round) a different type of delay has been added. Creating Villagers is now slightly slower than before and getting to Imperial Age takes more time than normal.
This means the Paladin flood to the Middle or to the opposing Player in your Corner is delayed. Not all the best Razing options are available after that 2 minute delay and other players in the match are likely to be able to deal better against a Castle/BBT/whatever charge push is going to occur.
In the long run the Villager player is still going to overpower others in most cases, perhaps not so effective against Charlemagne anymore. Buying Villager and rushing to Global/Harald/Khan should offer a lot more risk than before.
Fix KING hero bug.. start dead with 6 or 7 player
No.
I do not know what this means. You know what this means. Please be more specific.
I was scouring the triggers with ingame scenario editor, AoKTS, LuaTrig yet I did not manage to come across anything useful. Can anyone provide extra information regarding P2 King dying at the start of the game, so not being able to get Paladin, Archers or Khan.
Hypothesis what may cause it:
A) During the game start with performance or connection issues the Triggers get loaded slower and the P1 Khan (before triggers make it Gaia) attacks P2 King.
B) There is a buggy Kill Trigger that is detecting balance/teams/civs/players (or something) and the clean-up effect overlaps to wrong areas.
Possible solutions that may work:
1) Give Kings 32k HP with the mod, so if the P1 Store units really attack Kings then they cannot die.
2) Spawn in all Kings after all triggers on the map have loaded/fired (most likely after 3 seconds).
If you have any information, please share. A recording could prove really useful.
So, most likely tomorrow I will update the scenario so that the Kings spawn after 3 seconds. People who use Idle Military button to go to the King instantly should push that cycle later down their action list.
Nobish will solve it adding 32k hp to kings.. agree at respawning khan.. its useless. remove the respawning khan, or add 10Ap more, so maybe people have more intention to get khan respawning.
Make subotai cost 6 kings, 7 is expensive.. nobody taking subo.
change Treb Store.. - make it 2 trebs For 5 kings. (max 2 trebs only) or 3 kings every treb .. 4 its expensive
As my father used to say, the search for perfection is the enemy of good.
When something is working well, changes should be small and thoughtful. Big changes can ruin what works well.
Something that is perfect and should not be modified is the color of the ground, design of the bases and the map.
The improvements must be in the heroes, make the map more fair, avoid the feed fest, or corner feeds
This is being fixed. Update soon.
change Treb Store.. - make it 2 trebs For 5 kings. (max 2 trebs only) or 3 kings every treb .. 4 its expensive
I do not think it is useless, but I am willing to buff it, since I am well aware noone really uses it, even in the situations I do.
I think Trebs are fine, I recently used them effectively on a player who was going Global, cost seemed justified. It would be possible, however, to lower the cost as the game progresses. In other words 0 to 59 minutes = 4 kings cost, 60 to 119 minutes = 3 kings cost, 120 to 179 minutes = 2 kings cost, 180+ = 1 king cost.