Civilization Wars 2.89 BETA

Moderators: XGDeath3, Quetra

RaptorXI
Treant
Posts: 363
Joined: Thu Dec 20, 2012 5:43 pm
Has thanked: 16 times
Been thanked: 19 times

Civilization Wars 2.89 BETA

Postby RaptorXI » Sun Aug 30, 2015 6:20 pm

changelog wrote:- anti-hack protection implemented (disabled until it's working reliable)
- AFK players are now marked for all to see and control is shared with allies (AFK := no action for at least 1 tick)
- all floating texts can be permanently turned off by typing -textoff
- all units with a special do now have a tooltip
- removed the chance to spawn elites by default
- spying is only possible once pera era
- non-starting towers received +10% damage and +50% hp
- Firearchers have now the Liquid Fire I ability
- Flamers can't attack air units anymore, deal siege damage and have Liquid Fire III, increased hp to 1300
- increased cost of the Great Obelisk to 550 gold and 200 materials
- reduced cost of Magellan's Expedition to 2400
- increased cost of the Bazaar of Alexandria to 900 gold, reduced income to 10 gold/set
- decreased splash damage of Savage Warriors to 20%, changed upgrade possibility from Longbow into Pikeman
- doubled Sharpshooter's critical strike damage
- reworked and strengthened all black ships
- decreased cost of Pottery to 100
- increased cost of Gunpowder to 400
- reduced cost of General Mills, Panama Canal and Hoover Dam to 1500 gold and made them pay off the same amount to the owner
- Manhattan Project gives free technology only to the owner
- removed Medic's damage
- Inspiritional Leadership shows correct values now
- fixed a bug that made it possible to detonate starting buildings


Notes
* Map will be given out and tested in private games for now
** For an official release there will most likely be two editions: one where the host (red) can do custom modes, one that denies any custom modes when being hosted by a bot
*** Loading screen was made when the old Clan CIV existed

Have fun discussing. ;-)
Attachments
2.89 ladebildschirm.jpg
2.89 ladebildschirm.jpg (43.07 KiB) Viewed 1997 times
Last edited by RaptorXI on Mon Aug 31, 2015 12:23 pm, edited 1 time in total.

supersexyy
Donator
Posts: 3484
Joined: Sat Sep 01, 2012 9:26 pm
Has thanked: 12 times
Been thanked: 39 times

Re: Civilization Wars 2.89 BETA

Postby supersexyy » Sun Aug 30, 2015 9:30 pm

Nice changes, I think the non starting change is terrible. I'm gonna be towering people now that's for sure.
I think making chemistry require machinery would be good.
Image

RaptorXI
Treant
Posts: 363
Joined: Thu Dec 20, 2012 5:43 pm
Has thanked: 16 times
Been thanked: 19 times

Re: Civilization Wars 2.89 BETA

Postby RaptorXI » Sun Aug 30, 2015 10:19 pm

But with the tower buff also comes the new ability for fire archers (around 50% damage of the original) to keep it balanced. For me both are noobshit at the current version, not part of standard/pro builds.

About changing the tech tree: You aim to nerf Grenadiers only? Or are Frigates also too strong?

supersexyy
Donator
Posts: 3484
Joined: Sat Sep 01, 2012 9:26 pm
Has thanked: 12 times
Been thanked: 39 times

Re: Civilization Wars 2.89 BETA

Postby supersexyy » Sun Aug 30, 2015 10:22 pm

Grens need a nerf. Maybe can increase cost ? Or buff frigate damage if chem is changed. With good focus I'm not sure if the archer buff will compensate but then again I'm not sure how strong this liquid fire is
Image

RaptorXI
Treant
Posts: 363
Joined: Thu Dec 20, 2012 5:43 pm
Has thanked: 16 times
Been thanked: 19 times

Re: Civilization Wars 2.89 BETA

Postby RaptorXI » Mon Aug 31, 2015 9:32 am

civ wars is much about splash


Someone from the old clan stated that once, and it sums up the way pros play pretty exactly. Could change the whole metagaming, like increasing average game time or change damage and armor types. Or just weaken splash damage at all. But you need a careful hand for that.

I decided to buff Sharpshooters instead to prevent people from going for either Dragoons or Grenadiers only.

Liquid Fire is the standard WC3 ability that only Mounted Raiders have, it would be renamed into Liquid Fire II and kept as it is since it seems to be allright. After doing a calculation Liquid Fire I would be 50% of the original and Liquid Fire III would be 200% of the original.
So that would be like the 1-2-3 school that other parts of the map and the game already have and always used to be.

User avatar
I_kill_satan
Forest Walker
Posts: 246
Joined: Sat Jun 01, 2013 11:05 am
Has thanked: 9 times
Been thanked: 5 times

Re: Civilization Wars 2.89 BETA

Postby I_kill_satan » Mon Aug 31, 2015 11:44 am

My opinion

- AFK players are now marked for all to see and control is shared with allies (AFK := no action for at least 1 tick)
Nice

- removed the chance to spawn elites by default
With wonders chance of elite still exist? If yes so OK.

- spying is only possible once pera era
OK

- non-starting towers received +10% damage and +50% hp
with liquid fire - OK

- Flamers can't attack air units anymore, deal siege damage and have Liquid Fire III, increased hp to 1300
Good

- reduced cost of Magellan's Expedition to 2400
Just frigates there maybe?

- increased cost of the Bazaar of Alexandria to 900 gold, reduced income to 10 gold/set
This make bazar a almost not needed lategame wonder like panama canal or smth like that wich only winner will be allowed to build

- decreased splash damage of Savage Warriors to 20%, changed upgrade possibility from Longbow into Pikeman
Is it wotrh to get savages at all now?

- doubled Sharpshooter's critical strike damage
wow they could be op now. Maybe 1,2 or 1,5 instead? Even now they pretty strong

- reworked and strengthened all black ships
Just not make em op.

- decreased cost of Pottery to 100
Good

- increased cost of Gunpowder to 400
Neutral

- removed Medic's damage
Ok


-add version with 4 spectators plz


And ye no need to change tech tree, its change meta strategy too much.

RaptorXI
Treant
Posts: 363
Joined: Thu Dec 20, 2012 5:43 pm
Has thanked: 16 times
Been thanked: 19 times

Re: Civilization Wars 2.89 BETA

Postby RaptorXI » Mon Aug 31, 2015 12:22 pm

I forgot to announce the new command, will update the changelog.

With wonders chance of elite still exist?

Yes, that is the point and the only fundamental thing removed out of the old map: no luckers. Might even do all T1 units do the same damage, so it all comes down to builds, formations and such. May the best win. :)

I_kill_satan wrote: add version with 4 spectators plz

For public games it would make waiting time even longer. And for projects like an IH league or tournaments those spots should be closed. In general obeservers are a risk. Or do you want to lose because your enemy team was being whispered what you are doing?

User avatar
I_kill_satan
Forest Walker
Posts: 246
Joined: Sat Jun 01, 2013 11:05 am
Has thanked: 9 times
Been thanked: 5 times

Re: Civilization Wars 2.89 BETA

Postby I_kill_satan » Mon Aug 31, 2015 12:38 pm

RaptorXI wrote:
I_kill_satan wrote: add version with 4 spectators plz

For public games it would make waiting time even longer. And for projects like an IH league or tournaments those spots should be closed. In general obeservers are a risk. Or do you want to lose because your enemy team was being whispered what you are doing?


Its shud be IH version of map, we always had that spots for reliable and reputable players :P

RaptorXI
Treant
Posts: 363
Joined: Thu Dec 20, 2012 5:43 pm
Has thanked: 16 times
Been thanked: 19 times

Re: Civilization Wars 2.89 BETA

Postby RaptorXI » Mon Aug 31, 2015 1:07 pm

** For an official release there will most likely be two editions: one where the host (red) can do custom modes, one that denies any custom modes when being hosted by a bot


Return to “Civilization Wars”

Who is online

Users browsing this forum: No registered users and 12 guests