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 v3
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Various changes to make it much, much more like its predecessors.
Changes:
v4 things to change/look at list:
AoFE version:
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Incas - 4 kings (6 total)
Indians - 1 king (3 total)
Italians - 2 kings (4 total)
Magyars - 2 kings (4 total)
Slavs - 1 king (3 total)
This makes no sense to me. I did try to fix crashing and lagging... that's the primary reason for this version. All of the triggers have been redone from 2011 v2. Read more here: http://www.voobly.com/forum/thread/125269/:605817#post605817
Removing advantages and making it more balanced was a secondary issue but it's still a good thing to go for nonetheless.
I know in the past I tried to incorporate things into my new versions of RCB along with trying to stop freezing that were different and people didn't like them but now I'm trying to make it just like 2011 and some still don't approve, lol. Oh well. I tried.
The version that's rated now really is fine for the most part but slight tweaks will make it more perfect.
+1
1) Add Khan Defender as a choice compared to Frankish, Pallies... (and remove it from each player's base)
2) Increase respawnable paladin hp bonus to 25 from 20
3) Make it so the transport constantly regens hp instead of giving it an hp/sec bonus (or maybe do both)
4) Change Frankish to 200 hp, 100 ap initially
5) Add in the 40 hand cannoneers buy from 10th to the super store for 3 kings (have this on the store now but not programmed. still not 100% on it but I think it'll increase the beginning gameplay greatly) For instance, you could choose to potentially get 50 units to garrison right away or you could skip archers of the eyes and get the cannons and get pallies/defender/what have you
6) Increase Scythian Scout Hp and Attack
7) Reduce all civilization kings by one across the board.
Probably won't get totally done with it this weekend since I'll need to systemically test everything again just to be sure it works but possibly next weekend it'll be ready.
1) Add Khan Defender as a choice compared to Frankish, Pallies... (and remove it from each player's base)
2) Increase respawnable paladin hp bonus to 25 from 20
3) Make it so the transport constantly regens hp instead of giving it an hp/sec bonus (or maybe do both)
4) Change Frankish to 200 hp, 100 ap initially
5) Add in the 40 hand cannoneers buy from 10th to the super store for 3 kings (have this on the store now but not programmed. still not 100% on it but I think it'll increase the beginning gameplay greatly) For instance, you could choose to potentially get 50 units to garrison right away or you could skip archers of the eyes and get the cannons and get pallies/defender/what have you
6) Increase Scythian Scout Hp and Attack
7) Reduce all civilization kings by one across the board.
Probably won't get totally done with it this weekend since I'll need to systemically test everything again just to be sure it works but possibly next weekend it'll be ready.
Indeed, Indeed.
imma workin' hard. Did a lot yesterday and today. You guys are going to like this version though. If you don't well then I give up. =P Plan to have a test version out by next Sunday (February 10th).
That is should the 1v1 version:
1) Still have archers of eyes auto-spawn?
2) Have the tiny island delay?
3) Have undead bombards at all?
4) Bases directly across from each other (e.g. p1 v p5 orientation or the current adjacent orientation)?
IMO its still alright at the price of 3 with monk/techs against its favor, or it could be alright for 4 kings like i think you were considering, then it would make more sense to come with faith. maybe people would complain if it was 4, not sure if more ppl would like or dislike that. another possibility would be putting back the missionary, it seemed good. did ppl actually complain about that? I wouldnt think it was a problem.
A Big +1