Would be possible to make some change/fix that both players know from the start what mercenaries are avaliable at the saloon/monastery? someway to check it in game, without having to build it....
it is silly to build a sallon and count with luck, having no idea what units are there..... same thing for the oponnet, doesnt knowing what units your enemy has avaiable...
lemmings121 wrote:Would be possible to make some change/fix that both players know from the start what mercenaries are avaliable at the saloon/monastery? someway to check it in game, without having to build it....
it is silly to build a sallon and count with luck, having no idea what units are there..... same thing for the oponnet, doesnt knowing what units your enemy has avaiable...
lemmings121 wrote:Would be possible to make some change/fix that both players know from the start what mercenaries are avaliable at the saloon/monastery? someway to check it in game, without having to build it....
it is silly to build a sallon and count with luck, having no idea what units are there..... same thing for the oponnet, doesnt knowing what units your enemy has avaiable...
[spoiler=Buckethead]
Buckethead wrote:oi
[/spoiler]
Just remove the saloon then.
that as stupid as others sugesting to remove walls... we should just fix problems, not remove content....
forgrin wrote:Just make merc spawns static with map and remove mams from the saloon/monastery.
Mams already got moved to age 4, at which point aren't imba at all. And making mercs constant is a bad idea imo - we will just see Dutch and German guys playing on the same maps and using the same merc strat every single game.
just a quick question- Is it possible to add a Random Civ feature in Skirmish and Multiplayer. So that out of all your created home cities randomly one gets selected.
drsingh wrote:just a quick question- Is it possible to add a Random Civ feature in Skirmish and Multiplayer. So that out of all your created home cities randomly one gets selected.
drsingh wrote:just a quick question- Is it possible to add a Random Civ feature in Skirmish and Multiplayer. So that out of all your created home cities randomly one gets selected.
What is the status of the next version? Is there any post describing what changes will be seen in next version..
Also I want to know what is the scope of this patch.. Is it aiming only for 1vs1 Civ balance or also balance of units within a civ. eg. there were some changes in the old Fan Patch which were appealing to low lvl players like me Surgeon from Brit consulate get ability to build hospital. Sowar gain a 1.3 multiplier vs Villagers. (Mansdbar Adjusted) Rajput cost decreased to 80 food 40 wood. (Mansdbar Adjusted) Build points for all Indian Colonial Wonders except Agra Fort reduced from 120 to 110 which causes them to build 10 seconds faster. Mansabdar Elephant units now take up the same amount of population as regular elephants of the same type. Howdah: (ypHowdah) Cost changed from 250 food, 350 gold to 350 food, 250 gold. Mansabdar Howdah (ypHowdahMansabdar) cost changed accordingly. Mahout: (ypMahout) Population cost decreased from 7 to 6. Zamburak: (ypZamburak) Range decreased from 12 to 10. LOS decreased from 15 to 13. Range +2 and LOS +2 after researching Disciplined Zamburak. etc I am not asking for these changes. Just want to know how much change to expect with the patch...
The patch was meant to have as little changes as possible. There might be a change of philosophy as some point tho, if there are the conditions to actually pursue that scope. For sure, the upcoming update won't have those changes.
It would be nice if when you changed the attack mode of units (e.g. from volley mode to melee and vice versa) they dind't stop the action they were already performing.
JoãoCésar wrote:It would be nice if when you changed the attack mode of units (e.g. from volley mode to melee and vice versa) they dind't stop the action they were already performing.
Animations are a rather large part of Age of Empires 3. It is one of the things you will learn to take into your calculations as you get better. For example settlers reloading after shooting an animal, longbowmen taking a while before they start shooting their first arrow, and falconets... being falconets.
Although presumably it may be considered a bug, I don't think it's gonna be „fixed" since it's not really detrimental for user experience, whereas players got used to that already. Moreover, it could be impossible or not worth the time to change it.
Gendarme wrote:Animations are a rather large part of Age of Empires 3. It is one of the things you will learn to take into your calculations as you get better. For example settlers reloading after shooting an animal, longbowmen taking a while before they start shooting their first arrow, and falconets... being falconets.