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Re: ESOC Patch suggestions, comments and discussion

Posted: 12 Feb 2016, 20:29
by musketeer925
ovi12 wrote:PLZZ get iCourt

While iCourt isn't yet an official dev, he's helping us out a bit. If things go well, and he wants to, I would think we'll add him as a developer.

Re: ESOC Patch suggestions, comments and discussion

Posted: 27 Feb 2016, 14:14
by lemmings121
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]

Re: ESOC Patch suggestions, comments and discussion

Posted: 27 Feb 2016, 16:34
by [Armag] diarouga
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.

Re: ESOC Patch suggestions, comments and discussion

Posted: 27 Feb 2016, 17:25
by lemmings121
[Armag] diarouga wrote:
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....

Re: ESOC Patch suggestions, comments and discussion

Posted: 27 Feb 2016, 17:29
by Mimsy for President
200w/225w is the price for this intel. I don't think it's particularly expensive.

Re: ESOC Patch suggestions, comments and discussion

Posted: 04 Mar 2016, 00:55
by forgrin
Just make merc spawns static with map and remove mams from the saloon/monastery.

Re: ESOC Patch suggestions, comments and discussion

Posted: 09 Mar 2016, 18:14
by Papist
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.

Re: ESOC Patch suggestions, comments and discussion

Posted: 01 May 2016, 20:55
by krijner
I dont know if it is possible, but i would really appreciate a hotkey to refresh the game browser :smile:

Re: ESOC Patch suggestions, comments and discussion

Posted: 01 May 2016, 21:01
by Gichtenlord
krijner wrote:I dont know if it is possible, but i would really appreciate a hotkey to refresh the game browser :smile:

f5 or rito

Re: ESOC Patch suggestions, comments and discussion

Posted: 02 May 2016, 00:26
by pecelot
Hm, that'd be indeed really cool!

Re: ESOC Patch suggestions, comments and discussion

Posted: 11 Jun 2016, 14:25
by drsingh
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.

Re: ESOC Patch suggestions, comments and discussion

Posted: 11 Jun 2016, 14:28
by n0el
It may be possible. Something being discussed.

Re: ESOC Patch suggestions, comments and discussion

Posted: 11 Jun 2016, 14:33
by Dsy
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.


Random civ is a cool idea! :)

Re: ESOC Patch suggestions, comments and discussion

Posted: 11 Jun 2016, 16:15
by yoqpasa
Dsy wrote:
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.


Random civ is a cool idea! :)


Rikikipu said it's probably impossible, sadly.

Re: ESOC Patch suggestions, comments and discussion

Posted: 11 Jun 2016, 20:41
by britishmusketeer
You can download a civ randomiser from the internet if you are playing with friends though

Re: ESOC Patch suggestions, comments and discussion

Posted: 12 Jun 2016, 07:47
by pecelot
you can roll 3 dices and stream it

Re: ESOC Patch suggestions, comments and discussion

Posted: 15 Jun 2016, 21:16
by drsingh
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...

Re: ESOC Patch suggestions, comments and discussion

Posted: 15 Jun 2016, 21:24
by Garja
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.

Re: ESOC Patch suggestions, comments and discussion

Posted: 15 Jun 2016, 21:31
by Dance
next version will be having treaty patch configuration inside

Re: ESOC Patch suggestions, comments and discussion

Posted: 19 Apr 2017, 20:59
by born2believe
It would be nice if the launcher included an option to play nilla or TAD. And to add the Treaty patch.

Re: ESOC Patch suggestions, comments and discussion

Posted: 20 Apr 2017, 10:45
by pecelot
The latter is already done in the newest iteration to be released! :flowers:

Re: ESOC Patch suggestions, comments and discussion

Posted: 23 Apr 2017, 20:03
by JoãoCésar
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.

Re: ESOC Patch suggestions, comments and discussion

Posted: 23 Apr 2017, 20:06
by Gendarme
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.

Re: ESOC Patch suggestions, comments and discussion

Posted: 23 Apr 2017, 20:07
by pecelot
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. :idea:

Re: ESOC Patch suggestions, comments and discussion

Posted: 23 Apr 2017, 20:57
by JoãoCésar
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.

Those examples are far from being the same thing