Author Topic: Megapack balancing rants (was: Improvements for Romans)  (Read 5601 times)

ultifd

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Re: Improvements for Romans
« Reply #25 on: 7 February 2011, 03:25:54 »
Quote
the romans don't have any air units. that's historically correct but maybe something mythical would be ok. otherwise it's hard to finnish off the last flying units of an enemy. in a tournament or ladder game it might be impossible to officially win.

to be different from other factions, maybe create a small air-unit (f.e. raven produced by the temple) which can be built early and cheap but has no attack, for scouting only. plus an expensive unit which needs lots of upgrades with a good attack (maybe the roman eagle, modify the indians thunderbird)
I think it's fine... fire archers are still pretty nice... I remember one fire archer was better than an air unit...
Maybe the raven is a good idea.
Roman Eagle: That sounds like how it would before, and the problem with that is that being expensive doesn't solve balancing issues...

titi

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Re: Improvements for Romans
« Reply #26 on: 7 February 2011, 16:22:41 »
the only thing I miss for the romans is an air defense building! This is only an issue regarding the cpu players, because they don't place their ballista  next to their buildings. A human player would do this, so its only a wish/fix for the AI. In the egypt faction I saw that they like to build airpyramids! So an air defense "building" of size 1 is a good choice!. How about a roman pillar with an golden eagle on top, sending out flashes or something like this?
« Last Edit: 7 February 2011, 16:33:26 by titi »
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ElimiNator

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Re: Improvements for Romans
« Reply #27 on: 8 February 2011, 03:21:59 »
the only thing I miss for the romans is an air defense building! This is only an issue regarding the cpu players, because they don't place their ballista  next to their buildings. A human player would do this, so its only a wish/fix for the AI. In the egypt faction I saw that they like to build airpyramids! So an air defense "building" of size 1 is a good choice!. How about a roman pillar with an golden eagle on top, sending out flashes or something like this?
Ill add it and we will see how it is.  :)
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olaus

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Re: Improvements for Romans
« Reply #28 on: 11 February 2011, 18:14:50 »
the only thing I miss for the romans is an air defense building! This is only an issue regarding the cpu players, because they don't place their ballista  next to their buildings. A human player would do this, so its only a wish/fix for the AI.

why not fix the AI? :)


titi

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Re: Improvements for Romans
« Reply #29 on: 15 March 2011, 16:20:26 »
We played it several times now and I think the following should be improved:

1. towers are much to stable ( compared to ther factions )
2. catapults are too powerful
3. ballista is too strong ( at least on ground )
and I still want to see the air defense building beside the ballista :-D .

If you have any updates check them in now, so we can test  ;)

--------------------
for towers and ballistas:

x=tower
o=ballista

imagine this:

Code: [Select]
enemy

xxxxx
oooo

you

the enemy ( if played by AI ) will never kill you, you just have to wait ....
« Last Edit: 15 March 2011, 16:23:33 by titi »
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ultifd

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Re: Improvements for Romans
« Reply #30 on: 5 April 2011, 03:15:58 »
Unfortunately I think it's still too strong. Roman shouldn't be a "turtle" faction...It's basically impossible to break once you start turtling. I just had a game with the V Family and well, all I had were a few Ballistas and Towers. That lasted me a lot of time, but due to lag I didn't keep going so I lost. But I still had the best score... ;) (But maybe the lag came from the LAN portion of the game...somehow LAN to server to client works.)
Honestly, if air proofed my home base and turtled in the middle of the map, I would be invincible with Romans...either we try lowering some of the stats or we find a good air unit for Romans.

(Personally though, that is how my stats are (usually) (Not as many units as others, but a lot of kills...whether I win or lose. I like to manage my units well :) )
(Thanks for the game)

ultifd

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Re: Roman Ballista
« Reply #31 on: 19 April 2011, 21:52:35 »
Sorry for the double post.
OK, Romans seem pretty stable to me. There's only one thing that really makes it a difference to whether or not it's still a beta, but what are your opinions about this? (And the Eagle Statue AI has been fixed, I'm pretty sure.)
So the ballista is still there. Its stats are lowered though, to 15 kills to be elite and 1500 hp.
The problem is still the same as titi explained it. Sorta.
for towers and ballistas:
x=tower
o=ballista
r=fire archers
imagine this:
Code: [Select]
enemy
xxxxxxxx
oooooooo
rrrrrrrrrrr
rrrrrrrrrrr
you
Thoughts? IMO to people who say crossbows will kill them then that's somewhat true, although I think they could only attack once per crossbow before being killed. (And if you think about it, only the splash of one attack per crossbow effects it.) Human vs Human I guess baillistas are a bit better in terms of balance, but the ai or cpus aren't that smart.

uncle

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Re: Improvements for Romans
« Reply #32 on: 29 January 2012, 15:02:44 »
There should be an animation of a preparing unit in the Training Camp. Often I forget that it is idle and does not produce anything.

 

anything