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Re: ESOC Patch suggestions, comments and discussion

Posted: 31 Aug 2019, 03:30
by Kawapasaka
charlemango wrote:Just wondering, is it possible to implement a random civ choice for players? I know AIs have "Random Personality" option. Imagine the awesome series we could have with random matchups.


Did you watch the GUA sub tour?

Re: ESOC Patch suggestions, comments and discussion

Posted: 31 Aug 2019, 04:08
by charlemango
Kawapasaka wrote:
charlemango wrote:Just wondering, is it possible to implement a random civ choice for players? I know AIs have "Random Personality" option. Imagine the awesome series we could have with random matchups.


Did you watch the GUA sub tour?


Yeah I did, the anticipation of the civs was the best part tbh

Re: ESOC Patch suggestions, comments and discussion

Posted: 14 Sep 2019, 11:53
by gamevideo113
Bug report:
Admiralty seems to not affect the Imperial Men-o'-War upgrade in the dock, while it affects the Imperial Monitor upgrade.

Re: ESOC Patch suggestions, comments and discussion

Posted: 28 Sep 2019, 09:09
by gamevideo113
Suggestion: Improve the Garrochista Lancer's unit skin like we did for Besteiros and Carabineer Ruyters.
Reason: Improve game readability.
Lancer:
Lancer.png
Garrochista:
Garrochista.png
New Garrochista from the Japanese consulate:
ConsGarrochista.png

Re: ESOC Patch suggestions, comments and discussion

Posted: 27 Oct 2019, 14:08
by EAGLEMUT
gamevideo113 wrote:Bug report:
Admiralty seems to not affect the Imperial Men-o'-War upgrade in the dock, while it affects the Imperial Monitor upgrade.
Wasn't affecting the Euro version of the upgrade, fix will be included in next EP7 Beta.
gamevideo113 wrote:Suggestion: Improve the Garrochista Lancer's unit skin like we did for Besteiros and Carabineer Ruyters.
Once again, ES just misspelled the Lancer upgrade tech name in art file. Fix will be included in next EP7 Beta.

Image

Thanks for the reports!

Re: ESOC Patch suggestions, comments and discussion

Posted: 27 Oct 2019, 16:28
by gamevideo113
:love: :love: :love:

Re: ESOC Patch suggestions, comments and discussion

Posted: 12 Nov 2019, 23:00
by Kawapasaka
Just tried the beta with China, my hotkey for selecting the War Academy now also trains one of the new armies, and the new armies don't appear in the war academy hotkey section. Is this something that can be fixed with the release?

Re: ESOC Patch suggestions, comments and discussion

Posted: 12 Nov 2019, 23:27
by zoom
Kawapasaka wrote:Just tried the beta with China, my hotkey for selecting the War Academy now also trains one of the new armies, and the new armies don't appear in the war academy hotkey section. Is this something that can be fixed with the release?
I've alerted Eaglemut to this. There will be an update to the beta, as soon as possible, to address a few things.

Thanks!

Re: ESOC Patch suggestions, comments and discussion

Posted: 15 Nov 2019, 22:29
by EAGLEMUT
Kawapasaka wrote:Just tried the beta with China, my hotkey for selecting the War Academy now also trains one of the new armies, and the new armies don't appear in the war academy hotkey section. Is this something that can be fixed with the release?
Hey! The hotkeys for Mongolian & Black Flag armies are in fact still customizable, but they remain in the Castle Hotkeys section on the Hotkey UI. I was able to keep them functional that way, but moving them into a different hotkey section is unfortunately not something I can do, simply because that would break profile settings compatibility with RE. Thanks for bringing the issue up, hopefully it is not too much of a problem :flowers:

Re: ESOC Patch suggestions, comments and discussion

Posted: 02 Dec 2019, 11:30
by endtime
I was thinking around this for a while, changing the Hunt behavior, making it to be static after reaching an certain area around an outpost or towncenter.

Re: ESOC Patch suggestions, comments and discussion

Posted: 25 Jan 2020, 15:31
by Kaiserklein
Can we increase stagecoach line of sight? Already don't know why it had to be decreased to begin with anyway. But right now, stagecoach sometimes doesn't even have enough line of sight to scout your opponent's TP lol.

Re: ESOC Patch suggestions, comments and discussion

Posted: 25 Jan 2020, 15:33
by n0el
Can we remove the stagecoach line of sight? Just makes it even stronger than it is.

Re: ESOC Patch suggestions, comments and discussion

Posted: 25 Jan 2020, 15:36
by zoom
Kaiserklein wrote:Can we increase stagecoach line of sight? Already don't know why it had to be decreased to begin with anyway. But right now, stagecoach sometimes doesn't even have enough line of sight to scout your opponent's TP lol.
Absolutely—if players vote in favor of it, in the next poll, where voting will decide many things, directly. Good thing a giant icon in yellow shows up when it's built, in the mean time.

It didn't have to be removed at all, I just see the logical benefits of it, and want to test it for a month or two.

Re: ESOC Patch suggestions, comments and discussion

Posted: 25 Jan 2020, 15:38
by Le Hussard sur le toit
endtime wrote:I was thinking around this for a while, changing the Hunt behavior, making it to be static after reaching an certain area around an outpost or towncenter.
Yeah, trash player such as myself would be overjoyed with that idea.
Na seriously herding correctly is a skill that should be rewarded (I'd be in favour of removing back-herding mechanism however).

Re: ESOC Patch suggestions, comments and discussion

Posted: 25 Jan 2020, 16:14
by bittersalt123
I think herding is necessary if you want to reach master sergeant + lol

Re: ESOC Patch suggestions, comments and discussion

Posted: 25 Jan 2020, 16:18
by Le Hussard sur le toit
bittersalt123 wrote:I think herding is necessary if you want to reach master sergeant + lol
Yes of course but still it uses some of your apm.

Re: ESOC Patch suggestions, comments and discussion

Posted: 25 Jan 2020, 16:26
by bittersalt123
Le Hussard sur le toit wrote:
bittersalt123 wrote:I think herding is necessary if you want to reach master sergeant + lol
Yes of course but still it uses some of your apm.
ya true if you do it more often you wont have to spend wood for a tower as much

Re: ESOC Patch suggestions, comments and discussion

Posted: 14 Feb 2020, 18:15
by Superfly47
The supremacy patch is focused on 1v1 where OP late game Gendarmes don't matter. For 3v3 imperial sometimes happen and French is too OP. In case developers of AOE3D use the ESOC patch, Gendarmes should be nerfed since they are too OP late. I wouldn't copy the treaty version for supremacy since that likely makes them too weak in age 3. Instead, make their stats 'colonial' and reduce the age 4 upgrade to standard 30% attack/hp and cost 600w/g.

Re: ESOC Patch suggestions, comments and discussion

Posted: 21 Feb 2020, 08:34
by LaplaceArrow
in EP 7.1.0.0
1.About Nootka War Chief in map Alaska(or any map with this native TP). Cost of this unit is 200f100w but train and kill XP bounties are 20/20.
2.About rescued native warriors. When ur starting age is not discovery age, those rescued warriors have 1.5 bonus attack on villager/hero units.
3.Chu Ko Nu now have inaccuracy with each arrow, except in volley/melee mode.
4.The bug "players to continually reset unit rate-of-fire by canceling an activated ability, such as Explorer crackshot" still exist

Re: ESOC Patch suggestions, comments and discussion

Posted: 24 Feb 2020, 08:33
by rnmrtzk
Hey guys, is it possible to make "hold position" useable? It would be amazing if the units would start shooting earlier after you put them in "hold position". It takes almost an eternity for the units to attack right after you put them in hold position. Even if there are other units really close by. Could we minimize that delay, so that they start to attack nearby units faster?

Re: ESOC Patch suggestions, comments and discussion

Posted: 25 Feb 2020, 14:58
by Darwin_
Has there been any discussion about standardizing/changing the costs of unit upgrades? I think if we are worried about exiled-prince-skirm-goon-3-hands-on-dick-semi-ff play, reducing and standardizing the cost of veteran unit upgrades to 150w/c or 100w/200c would be a good change. There has also been discussion about Royal Guard upgrades, and I definitely agree that they are just flat out worse than a normal guard upgrade. Champion upgrades for native civs (albeit they are only 25% and not 30%) are just 400w, 200c iirc, which also seems unbalanced. So here are my ideas:

- "veteran," "elite," and "disciplined" upgrade cost standardized to 100w, 200c for all civs
- "guard," "champion" and "honored" upgrade cost standardized to 450w, 450c for all civs
- "Royal guard" upgrade cost standardized to 600w, 600c for all civs

Re: ESOC Patch suggestions, comments and discussion

Posted: 25 Feb 2020, 16:07
by dansil92
Darwin_ wrote:Has there been any discussion about standardizing/changing the costs of unit upgrades? I think if we are worried about exiled-prince-skirm-goon-3-hands-on-dick-semi-ff play, reducing and standardizing the cost of veteran unit upgrades to 150w/c or 100w/200c would be a good change. There has also been discussion about Royal Guard upgrades, and I definitely agree that they are just flat out worse than a normal guard upgrade. Champion upgrades for native civs (albeit they are only 25% and not 30%) are just 400w, 200c iirc, which also seems unbalanced. So here are my ideas:

- "veteran," "elite," and "disciplined" upgrade cost standardized to 100w, 200c for all civs
- "guard," "champion" and "honored" upgrade cost standardized to 450w, 450c for all civs
- "Royal guard" upgrade cost standardized to 600w, 600c for all civs
Elite upgrades are 200 wood 100 coin already, should this not be the standard?
Also, mmmm 450 wood 450 coin honoured yumi :love:

Re: ESOC Patch suggestions, comments and discussion

Posted: 25 Feb 2020, 17:16
by Darwin_
@dansil92 The coin cost isn't what is prohibitive about veteran upgrades, it's the wood cost. 200w, 100c wouldn't really change all that much IMO because wood is so much more valuable and rare in early fortress.

Re: ESOC Patch suggestions, comments and discussion

Posted: 25 Feb 2020, 18:47
by dansil92
Darwin_ wrote:@dansil92 The coin cost isn't what is prohibitive about veteran upgrades, it's the wood cost. 200w, 100c wouldn't really change all that much IMO because wood is so much more valuable and rare in early fortress.
I feel this would be wayyy too big a buff to iro-azzy and japan-india. Also to otto when you think about it. While royal guard ups are stupidly cost ineffective (it is legit a huge reason to go longbow goon and not musk huss as brits), i think the rest are fine

Re: ESOC Patch suggestions, comments and discussion

Posted: 25 Feb 2020, 19:17
by chronique
Brit not good enought ^^