Here you can post about your scenario's, mods, custom maps and YouTube channels!
User avatar
European Union Interjection
ESOC Media Team
Donator 03
Posts: 293
ESO: Interjection
Location: United Kingdom

12 Feb 2017, 09:26

Yeah in v1.5 they're very very strong

But for v1.6 the game game will be changing from being post industrial units to vet units without arsnal ups which makes mortars considerably worse given that the TC hp doesn't change. The round win condition will also be changing from killing the TC to killing all units and buildings. And if necessary, mortar population count can be increased from 4 to what it should be even in sup (5). Boats will also receive population costs (1 pop per 100 res that the ship costs in accordance with all other units)
User avatar
Poland pecelot
Retired Contributor
Donator 03
Posts: 8639
ESO: Pezet
Location: Warsaw, Poland

13 Feb 2017, 16:48

Are you considering making several parts viable so that players may choose what options suit them best? I love the fact that you're constantly improving the scenario, though to be perfectly honest I liked the first versions more :hmm:
User avatar
European Union Interjection
ESOC Media Team
Donator 03
Posts: 293
ESO: Interjection
Location: United Kingdom

15 Feb 2017, 13:14

PATCH NOTES V1,6 Download available on first post.

Gameplay / Mechanic Changes:
-An extra shipment is no longer awarded for going first on round 1. Whilst going first is worse than going second (because you have to commit shipments and approach the enemy TC first) it wasn't disadvantageous enough to warrant an entire extra shipment.
-The winner of the previous round now always goes first in the next one (except on round 1 where there is no previous winner)
-Going first on round 1 is now resolved by a coin flip at the start of the game (though I have added functionality for a 5 hussar fight to decide this but it takes too long and feels a bit weird so it's currently NOT turned on)
-Except for the Sioux, there is a population limit of 30 for ALL civs (no change from v1,5). This drastically slows the rate at which reinforcements need to be sent leaving much more TIME TO MICRO. Fewer units also makes micro more rewarding (and way more fun) and finally, this changes makes army composition much much more thought provoking (sure you can overpop but then you're stuck with that army for a long time!)
-A round is won by destroying your opponents Town Center (no changes from previous versions)
-But due to the strength of all-in siege cheese, units instead now have veteran/elite/disciplined stats (and all the relevant shadow techs). I also like this change because it makes the power level of each unit what you'd expect from supremacy (which I think is important; new formats should strive to be the same Age of Empires we all know and love, just with different victory conditions.
-Because of this, the game no longer needs to be set to the post industrial age (unless the players WANT too in which case all previous functionality e.g., Euro arsenal techs for Native & Asian civs, guard xbow & pikes, etc, are retained as normal)
-Sioux have Champion Dog Soldiers (industrial age stats)
-Aztecs have Champion Skull Knights
-Germany starts with 8 fewer shipments to offset their free uhlan (4 per industrial age shipment, 3 per fortress)

Other changes:
-New map layout!
-The 60 second timer at the start of each round which prompts you to send a shipment now refers to players by name (instead of P1 & P2)
-Resigning now correctly ends the game and makes your opponent win
-The homecity is no longer ever disabled. This means that either player can choose to go first on any round even if they don't have too (though it will not usually ever be advantagious to do so unless you are a god that can predict to send a shipment just slightly before your opponent does - though most of time trying to do this will just result in losing your going second advantage...) I made this change because disabling a players homecity stops both players from looking at the cards left in it thus making it harder to plan/stratagise
User avatar
European Union Interjection
ESOC Media Team
Donator 03
Posts: 293
ESO: Interjection
Location: United Kingdom

21 Feb 2017, 21:00

PATCH NOTES V1,7

-Deck REBALANCE #01 (can be seen on the first post).
-Skirmishers, dragoons, cavalry archers & uhlan now correctly have vet stats (previously unupgraded)
-Dog soldiers, skull knights & flying crows now correctly shadow tech to have the stats they should for the industrial age
User avatar
Poland pecelot
Retired Contributor
Donator 03
Posts: 8639
ESO: Pezet
Location: Warsaw, Poland

21 Feb 2017, 21:55

Great, looking forward to try it online! :flowers:
User avatar
No Flag thebritish
Jaeger
Posts: 3781

21 Feb 2017, 23:50

The deck that i proposed still hasnt been added.
krichk wrote: For some reason, you want the world to know that you're brave enough to challenge thebritish
Greece tedere12
Jaeger
Posts: 2893
ESO: Tedere12
Location: Greece
Game: AoE Online
GameRanger Id: 4253320

21 Feb 2017, 23:51

because its shit
Image
User avatar
United States of America Darwin_
Howdah
Posts: 1295
ESO: Anonymous_01
Location: United States

22 Feb 2017, 02:08

Gren Rush OP
Cometk wrote:hi i'm cometk welcome to jackass
User avatar
Norway Gaming_Violinist
Crossbow
Donator 05
Posts: 31
ESO: Gaming_Violinist
Location: Norway

22 Feb 2017, 03:19

Really cool that you made the scenario, adds a whole nother level to the game :smile:
"Once more unto the breach, dear friends, once more"
- Henry V, Acte III, Scene I

YouTube - https://www.youtube.com/c/gamingviolinist
User avatar
No Flag thebritish
Jaeger
Posts: 3781

22 Feb 2017, 06:01

tedere12 wrote:because its shit

Well, it still looks better than your face. :flowers:
krichk wrote: For some reason, you want the world to know that you're brave enough to challenge thebritish
User avatar
Poland pecelot
Retired Contributor
Donator 03
Posts: 8639
ESO: Pezet
Location: Warsaw, Poland

24 Feb 2017, 19:20

An idea that popped into my mind, as well as other viewers', during today's stream regarding Sioux was to give them a fire pit. How that would work is basically placing it behind a TC with a couple of vills on it (let's say 5) and perhaps trying to allow the siege dance only. It could be destroyed, vills could be killed, though each round they would be renewed. You could also tweak that with:
— vill shipments from HC
— food shipments from HC to then create vills from TC (ideally instantly)
— food stockpiled at the beginning of the game, something like 1500, to be able to create vills over time (with the ability to make all 15 in one round for a siege timing or spread them out, you know)
That would potentially fix Sioux siege problem, as in normal games it's rectified exactly by the fire pit. Also, vills shouldn't take unnecessary pop space, since Sioux have 200 inherently.
@Interjection
User avatar
Poland pecelot
Retired Contributor
Donator 03
Posts: 8639
ESO: Pezet
Location: Warsaw, Poland

25 Feb 2017, 18:41

Btw. what age is preferable in 1.7? Fortress, right?
Also I accidentally set the age to Post-Imperial and it gave players 130 pop (probably due to Immigrants technology) — perhaps worth fixing, perhaps not :hmm:
User avatar
Canada _NiceKING_
ESOC Dev Team
Donator 01
Posts: 1780
ESO: _NiceKING_
GameRanger Id: 9999999

25 Feb 2017, 18:43

I always play in post-industrial. Is fortress/colonial any better?
User avatar
Poland pecelot
Retired Contributor
Donator 03
Posts: 8639
ESO: Pezet
Location: Warsaw, Poland

25 Feb 2017, 18:49

It affects units' stats — taking down a TC is way easier, while artillery is of less value in Post-Industrial :!: Colonial would be quite strange with age 4 cannons, so I guess either Fortress or Industrial should be optimal.
User avatar
European Union Interjection
ESOC Media Team
Donator 03
Posts: 293
ESO: Interjection
Location: United Kingdom

26 Feb 2017, 18:03

Thanks for the post about the Sioux @pecelot

With regards to the starting age, the age does not need to be changed. Start in discovery as usual and all units will receive vet/elite/disciplined stats. You can set it to Post Indust for guard/royal guard units but that is not how I will be balancing/intending the game to be played going forward
User avatar
Chile Jutlander
Musketeer
Posts: 54
ESO: ???????
Location: Chile

28 Feb 2017, 17:04

Damn, this is a VERY cool idea. Congrats!
Have you thought on adding trees and decorations to the map? Might make some units too powerful, maybe.
User avatar
European Union Interjection
ESOC Media Team
Donator 03
Posts: 293
ESO: Interjection
Location: United Kingdom

12 Mar 2017, 11:24

Quick question, does anyone know what the invisible tapir is called in the scenario editor?
User avatar
Czech Republic EAGLEMUT
ESOC Dev Team
Donator 04
Posts: 2522
ESO: EAGLEMUT
Location: [WPact]

12 Mar 2017, 11:30

Interjection wrote:Quick question, does anyone know what the invisible tapir is called in the scenario editor?

IGC Target :flowers:
Image
momuuu wrote:theres no way eaglemut is truly a top player
User avatar
European Union Interjection
ESOC Media Team
Donator 03
Posts: 293
ESO: Interjection
Location: United Kingdom

12 Mar 2017, 11:53

Thanks :). Also, what is it called when I am trying to modify protounit? Looks like they decided giving it the same name would be far to simple
User avatar
Czech Republic EAGLEMUT
ESOC Dev Team
Donator 04
Posts: 2522
ESO: EAGLEMUT
Location: [WPact]

12 Mar 2017, 12:07

Interjection wrote:Thanks :). Also, what is it called when I am trying to modify protounit? Looks like they decided giving it the same name would be far to simple

It.. is? The effect is called "Modify Protounit". :hmm:
Image
momuuu wrote:theres no way eaglemut is truly a top player
User avatar
European Union Interjection
ESOC Media Team
Donator 03
Posts: 293
ESO: Interjection
Location: United Kingdom

12 Mar 2017, 12:19

Hmm... :?

Any ideas?
Attachments
Invis tapir also invis on drop down menu.png
Invis tapir also invis on drop down menu.png (379.52 KiB) Viewed 546 times
User avatar
European Union Interjection
ESOC Media Team
Donator 03
Posts: 293
ESO: Interjection
Location: United Kingdom

12 Mar 2017, 12:23

I found it! In the drop down menu, it's just called 'Target'. Thanks for the help anyway :)
User avatar
Czech Republic EAGLEMUT
ESOC Dev Team
Donator 04
Posts: 2522
ESO: EAGLEMUT
Location: [WPact]

12 Mar 2017, 12:24

Ahh, that's what you mean. Yeah, seems to be called just "Target" there.

Nvm, beat me to it.
Image
momuuu wrote:theres no way eaglemut is truly a top player
User avatar
European Union Interjection
ESOC Media Team
Donator 03
Posts: 293
ESO: Interjection
Location: United Kingdom

12 Mar 2017, 12:58

Alright I think the final version of Cards is finished, no more major mechanic changes at least - I've tested everything that needs testing so any future changes will be strictly balance related :D.

All that's left to do now is start tracking game stats for the future ELO Ladder, can anyone help me get this started? The scenario name is: Cards Rated V1

I heard the dev work has essentially been done before I even started Cards

Once this is in place I'll release the final version & patch notes!

Also this is my 100th post, how fitting. :love:
User avatar
Czech Republic EAGLEMUT
ESOC Dev Team
Donator 04
Posts: 2522
ESO: EAGLEMUT
Location: [WPact]

12 Mar 2017, 13:52

I'm afraid I don't have good news on that front. As Bucket has left the team, the ladder project is essentially dead right now and will not be easy to revive, even if we decide to get back on it.
I'm all for including a separate Cards ELO, but I can't really give an ETA on when this might happen. Sorry :sad:
Image
momuuu wrote:theres no way eaglemut is truly a top player

Forum Info

Return to “User-created Content”



Who is online

Users browsing this forum: No registered users and 1 guest