Community Forums > Voobly General > Announcements > [Official Thread] CBA v23 - in progress + feedback

[Official Thread] CBA v23 - in progress + feedback

 +Isey


Join Date: 8 July 2017
Posts:363
Edited 10 September 2021 - 12:37 pm by +Isey
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THIS IS STILL AN ONGOING PROJECT, ALL THE INFO SHOWN HERE IS FOR FEEDBACK PURPOSE, IF YOU HAVE ANY ASKING/SUGGESTION/FEEDBACK PLEASE DONT HESITATE TO POST IT HERE.

THIS MAP WILL BE A COMMUNITY-FEEDBACK BASED VERSION.






Hi everyone,

Its time for a big update for one of the most played maps. it comes with lot of changes, some to balance the old civs, while the most will be completly new features.

IMPORTANTE NOTE: this map is being remade for the new 1.6 RC patch, therefore to play the new cba version you gotta update to new patch along the 1.6 data mod:

Patch: v1.6 RC
data mod: v1.6 Game Data


Contents:



New Civilizations




First of all, lest take a glimpse into the new civs coming to CBA. Keep in mind new civs will be added upon are implemented in 1.6 Game data.


B E R B E R S


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UU Description: Cavalry archers with a bonus vs other cavalry archers.
Code:
Elite: No Pop: 65 Spawn: 9 secs Razes: 2 Castle age: 300 Imperial age: 600




B U R M E S E


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UU Description:Powerful, but inaccurate mounted dart thrower.
Code:
Elite: No Pop: 60 Spawn: 10 secs Razes: 3 Castle age: 300 Imperial age: 600




E T H I O P I A N S


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UU Description:Fast infantry, powerful but vulnerable.
Code:
Elite: No Pop: 80 Spawn: 8 secs Razes: 3 Castle age: 200 Imperial age: 500




I N C A S


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UU Description: Infantry with bonus vs Cavalry. It can attack from 1 tile away.
Code:
Elite: Yes Pop: 80 Spawn: 9 secs Razes: 2 Castle age: 250 Imperial age: 400




I N D I A N S


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UU Description: High HP, slow cavalry archer.
Code:
Elite: No Pop: 60 Spawn: 12 secs Razes: 2 Castle age: 300 Imperial age: 700




I T A L I A N S


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UU Description: Archer with bonus vs cavalry.
Code:
Elite: NO Pop: 75 Spawn: 8 sec Razes: 1 Castle age: 250 kills Imperial age: 550 kills




K H M E R S


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UU Description: Heavy cavalry equiped with a scorpion / battle elephant: slow and heavy cavalry with weakness vs halbs and monks.
Code:
Elite: NO Pop: 60 Spawn: 11 sec Razes: 4 Castle age: 300 kills Imperial age: 700 kills




M A G Y A R S


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UU Description: Ligh cavalry with bonus vs siege.
Code:
Elite: Yes Pop: 80 Spawn: 10 sec Razes: 1 Castle age: Starting age. Imperial age: 400 kills




M A L A Y


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UU Description: weak and fast infantry, that only takes half a population slot.
Code:
Elite: Yes Pop: 110 Spawn: 8 sec Razes: 1 Castle age: Starting age. Imperial age: 350 kills



M A L I A N S


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UU Description: fast infantry, with ranged melee attack.
Code:
Elite: Yes Pop: 85 Spawn: 8 sec Razes: 3 Castle age: 250 Imperial age: 400 kills




P O R T U G U E S E


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UU Description: Siege unit that fire bullets.
Code:
Elite: No Pop: 60 Spawn: 10 sec Razes: 2 Castle age: 300. Imperial age: 650 kills




S L A V S


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UU Description: Cavalry with heavy melee armor.
Code:
Elite: No Pop: 60 Spawn: 10 sec Razes: 2 Castle age: 300. Imperial age: 600 kills




V I E T N A M E S E


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UU Description: Archer with high pierce armor.
Code:
Elite: No Pop: 70 Spawn: 10 sec Razes: 2 Castle age: 200. Imperial age: 500 kills





New balancing changes





-- Aztecs:
  • Squires researched.
  • suggestion: Castle age as starting age and imp kills pushed to 450.
  • Stables can be built to spawn Xolotl Warriors

-- Britons:
  • Yeomen: available in imp.

-- Chinese:
  • Castle age kills: 250 instead of 200.

-- Franks:
  • Imperial age kills: 500 instead of 450.

-- Huns:
  • Marauder: Available in imperial.

-- Koreans:
  • Thumb ring researched.

-- Sarracens:
  • Imperial age at 700 kills.
  • Spawn speed reduced by 1 sec.

-- Spanish:
  • Imperial age at 700 kills.

-- Turks:
  • Imperial age at 650 kills.




v23 Features




-- Battle Elephants:
  • They only available for Khmer civ as UU, and removed from being spawned at stables for all civs.


-- Goth and Cumans stone wall:
  • Goth and Cumans are able to build wall stone anywhere in the map, like any other civ.


-- Spawn point:
  • Castles spawn points can be changed to anywhere on map


-- More to come...



Old Unique Units graphics




you not quite like the aesthtetics for the new and old civs? thats ok, just get the old aoc uu graphics back:

https://www.voobly.com/gamemods/mod/1545/Old-Units-Slp


Community suggestions


one suggestion: goth should have spawn speed reduced by 1 sec

;1thumbup
Coen12 wrote:
Franks kinda suck in feudal games since they cant have a "fair fight" against most of ranged civs, i suggest to start with bearded axe for 1+ range (to balance vs china, mong, korea, berbers, burmese, etc) and up imperial kills to 600-700.





Download




A link will be provided, once all the changes are implemented and and overall feedback for all the features are agreed and approved by most part of the community.



Thread in progress...

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 +Isey


Join Date: 8 July 2017
Posts:363
Posted 5 September 2021 - 1:04 am
Please keep in mind noone of the features shown above are final yet, they all made for feedback purpose, plus any suggestion is more than welcome.
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 ['RB']Rebound


Join Date: 20 April 2015
Posts:30
Posted 5 September 2021 - 11:07 am
lol
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 24_DKANGEL3D


Join Date: 5 January 2011
Posts:18
Posted 5 September 2021 - 4:03 pm
one suggestion: goth should have spawn speed reduced by 1 sec

;1thumbup
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 Rue_


Join Date: 19 August 2021
Posts:1
Posted 7 September 2021 - 6:55 pm
Played these civs in CBA PathBlood! Like KHMERS some civs are too Strongs for existing civs! Don't implement these civs in CBA, instaed make a cba orignal version for pathblood with no heroes. its not hard to create ladder or just add another map in alternative

CBA needs civ balance. and balanced civs.
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 +[MM]jason


Join Date: 13 June 2013
Posts:511
Posted 8 September 2021 - 12:44 am
Khmer will receive Battle Elephant as its UU and it will be disabled from stables for any civ as the Ballista Elephant will be impossible to balance.
I think Goth 1 second faster spawn would be a decent change.
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 +Isey


Join Date: 8 July 2017
Posts:363
Posted 8 September 2021 - 12:50 pm
yeah i agree on goth getting spawn reduced 1sec, thou now they counter a lot of the new civs, so maybe pop should be decreased by 10-15 units as well.
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 Coen12


Join Date: 27 January 2020
Posts:6
Edited 10 September 2021 - 1:07 am by Coen12
Franks kinda suck in feudal games since they cant have a "fair fight" against most of ranged civs, i suggest to start with bearded axe for 1+ range (to balance vs china, mong, korea, berbers, burmese, etc) and up imperial kills to 600-700.
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 +[MM]jason


Join Date: 13 June 2013
Posts:511
Posted 10 September 2021 - 6:33 am
Yeah I agree Frank’s should definitely have a long castle age imo. Once they imp it’s basically gg
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 +Isey


Join Date: 8 July 2017
Posts:363
Posted 10 September 2021 - 12:35 pm
I will add al those suggestions to main thread, in case more popular agree on them, they will be added te testing phase.
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 Icey


Join Date: 24 June 2007
Posts:1968
Posted 11 September 2021 - 11:52 am
CBA
What a good idea
This is what we need
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 [8D]toritomil


Join Date: 3 August 2019
Posts:35
Posted 12 September 2021 - 7:27 pm
nerf the Mongols
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 Scalonicese


Join Date: 8 January 2020
Posts:340
Posted 16 September 2021 - 6:55 pm
Coen12 wrote:
Franks kinda suck in feudal games since they cant have a "fair fight" against most of ranged civs, i suggest to start with bearded axe for 1+ range (to balance vs china, mong, korea, berbers, burmese, etc) and up imperial kills to 600-700.
i agree with bearded axe but up to 600-700 imp is too much, 500-550 is good enough.
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 [8D]toritomil


Join Date: 3 August 2019
Posts:35
Posted 1 October 2021 - 7:55 pm
for malay 450 kill for imp and for khmers when they reach imperial they can create an elephant with a scorpion and that these do not have elite is desactivate


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