Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Rated Map Pack / Ladders and official CS news > Polls, and General discuss > RCB Gold 2013 v4
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I'll be updating this soon but with the amount of feedback and amount of work needed it's probably not going to be until mid-June till it's ready for testing.
Big changes based on this thread:
1v1/team changes:
Auto-balance will still exist... I don't want the current new players to stop playing the map. This is a compromise. It takes more skill in the beginning and then you can get a lead on the people next to you and they have a chance to catch up. Autobalance is also a good thing with no genitour.
Things I'm probably doing for sure:
I'll just block it off at the start so you can't buy them till 15 minutes like harald then.
I agree if you bought them right at the start the ap is high (540 after an hour, 1080 hp). I'll decrease that ap bonus to 2 from 3 too.
-IMO giving imp BS upgrades with a hero isnt good. I'm not sure if this makes sense but it seems like it takes strategy out of it since you no longer need to buy imp/villi to upgrade. and theres also not much else to spend kings on after youve bought will or theo. maybe you could potentially shorten the timer of their powerup to make them better.
-if you add the ap/hp to the super store it should probably be a lot more expensive than in auto, this can drastically change the whole game
-for scythian scout; maybe you could make ap buyable for it or something
I'll respond to the rest later since I'm on my phone. I'll probably just make a separate map with the auto upgrades and then it'd make sense to have stronger beli/William/theo since the base units have the potential to be stronger.
As i said to you in the v3 thread, i don't really get from who you got those ideas / suggestions....Plz answer to my questios cuz i really want to figure out...
The only suggest that i think will be good is on super store something like 8 kings for spies!! Pre-store like 2011 so you can buy 10 archers of eyes / paladins /khans or the frankish....with this ofc there will be no more 10 free archers at the start...
Responding to the rest...
As i said to you in the v3 thread, i don't really get from who you got those ideas / suggestions....Plz answer to my questios cuz i really want to figure out...
this isnt neccessary at all..if someone quits, the players next to them get advantage at the middle as there are no towers next to them.
giving the users the option to choose at the beginning itself would be a good idea(like 2011)...idk how khan defender would work out in this scenario..maybe just start powering it up after the usual 15 mins or give everyone a khan defender like in 2012.
this only happens if players dont man their towers at all...this would be too much of spoon feeding kings to the players..and it only happens when p1 and p3 are complete noobs and wouldn't attack p7 and p4 at all
this isnt neccessary at all..if someone quits, the players next to them get advantage at the middle as there are no towers next to them.
giving the users the option to choose at the beginning itself would be a good idea(like 2011)...idk how khan defender would work out in this scenario..maybe just start powering it up after the usual 15 mins or give everyone a khan defender like in 2012.
this only happens if players dont man their towers at all...this would be too much of spoon feeding kings to the players..and it only happens when p1 and p3 are complete noobs and wouldn't attack p7 and p4 at all
I guess only select civs are at a disadvantage for the first one so it wouldn't really be fair.
In a 6 player game p1 has no choice but to get p2 towers and p2's towers are easy to select from p3 base. Just watch in any game with 6 this will happen. I kinda see the point about 7. I may just do it for 6 players. I guess with the better autobalance it may not be as big of an issue.
If I have it so you can select from paladins/archers of the eyes at the beginning for every civ the other units will lose their purpose there. In a different thread quite a few people were against the defender too which is why I made it selectable so not everyone would get it. I could maybe make it so everyone gets the gate upgrade immediately at the beginning and leave it as is, but I'm not sure if that'd totally solve it. The main issue is if an infantry civ is next to you all they have to do is have their towers attack your gate in the beginning, coupled with going imperial and buying a castle or two and you're pretty much gg'ed at the cross there. Some ****ty paladins would probably result in the same outcome truthfully but at least it'd be slightly delayed... idk. What do other people think about this?
I don't know if you can adjust garrison heal rates. I tried to get monk heal rates to work like 2 or so months ago for this last update but couldn't. I'm hoping I still can for v4. I'm going to add in messages for when someone gets harald or khan since those are important. Nothing else though. It's why spies are important on the super store.