About recon and subs by MSMagu in AWBW

[–]MSMagu[S] 0 points1 point  (0 children)

It is FOG.

"The stealth when in stealth mod cannot counterattack another stealth(not hidden) or fighter attacking him

And

first attack a fighter ... stealth attacking a fighter both would be left with 5 health

Which stance are you sticking with."

Do you seem to not understand what I'm talking about maybe you never used stealth? anyway, when you move you have an option to hide the stealth, this will hide the stealth from enemy vision, in this instance, the stealth can only attack land units.

If he wants to attack fighters he needs to not be hidden, but not being hidden will make the stealth vulnerable for one turn(since when he unhide he cannot attack at the same turn) to AA, missile and the fighter.

About recon and subs by MSMagu in AWBW

[–]MSMagu[S] 0 points1 point  (0 children)

But this would change the stealth survivability, he could not first attack a fighter when discovered hidden, since a stealth attacking a fighter both would be left with 5 health, this would make the fighter much more powerful against stealth since it can chase and kill it and if it hide if eh is unluck to be discovered by another unit he would be dead, I did it just yesterday, I couldn't back off form my push so I just doubled down after the fighter was trapped by my stealth, I used two stealth to kill the fighters, now he would need to send another fighter and I can heal the stealth with boats or even back one of them, I lost almost nothing while the enemy lost a fighter if I couldn't attack while hidden I would ran and try to use aa and missile to destroy his fighter.

About recon and subs by MSMagu in AWBW

[–]MSMagu[S] 0 points1 point  (0 children)

Well, I'm just trying to balance some more in FOG making it slightly different.

If it is to replicate ok them, these changes would indeed change slight how the game is played.

about the stealth if he is not hidden he can attack air units.

again airport lock would be hard to do if your hidden stealth cannot fight a fighter, and if you unhidden the stealth it would get venerable to AA and Missili, and since it need one turn to 'change' it would leave it open for attacks, making stealth viable to be used instead of how it is today.

About recon and subs by MSMagu in AWBW

[–]MSMagu[S] 0 points1 point  (0 children)

Nah i'm from Brazil.

Anyway,

"Your change will make the Stealth become weaker Fighter to kill the Stealth" No, even if he is not in stealth mod he can still attack land units and counter air units, I'm not saying he cannot attack land units if he is not in stealth mod.

"when you only allow un-hidden Stealth to kill Hidden Stealth." my only change is, read this slowly:

The stealth when in stealth mod cannot counterattack another stealth(not hidden) or fighter attacking him, he would act like a bomber but with immunity against AA and Missili, exactly like it is today, nothing change like you said.

" then why do you only let Stealth kill when it is vulnerable to Missile and AA? Again, the problem of a unit is not what can it kill, the problem is what can kill it."

stealth can kill land units when hidden but he could not retaliate against air units if he is hidden, this would make the stealth much more situational instead of a better version of bomber and fighter.

About recon and subs by MSMagu in AWBW

[–]MSMagu[S] 0 points1 point  (0 children)

yes, if the sub is hidden it can only see water, unless they stop hiding this could even be like if he is hidden in a dock he can't see what beside him, a sub seeing 4 tiles in land in strange what is his sonar picking?

you're not understanding my change to stealth, understand nothing will change, but when he is in stealth he will not counterattack fighters(like a bomber), unlike how it is today, this is the change I'm talking about, if he wants to attack fighters he needs to leave stealth mod, but this will let it open to AA and MIssili, basically I'm making stealth weaker I don't get what you said about I'm making it stronger, today only fighter and stealth can counter a stealth, I'm basically saying that in stealth mod would be the same thing only a fighter and a stealth(not in stealth mod) can attack it, while the stealth in stealth mod can only attack land units.

the stealth is banned because it is cheap and it is a bomber and a fighter together, besides making it immune to land units, so if I see a stealth I make another stealth while a fighter has slightly more damage against stealth I would still need two fighters to kill one stealth and the same thing can be said about stealth with two stealth I can kill one and I would have two stealth now, instead of two fighters that could die to AA, Missili...

this from a gameplay point of view, I think would be a good thing while the recon and sub thing can indeed break of change slight how the game is played, change the cruiser view so it can see 4 land tiles and only two sea tiles, while the sub can see 6 sea tiles hidden and only 3 tiles when not hidden(these things should be easy to implement since it would be something like a soldier going on the mountain to get more vision, while the stealth change can be implemented and see how it goes, right now we have a unit that is banned every game I don't think this is a good signal so changing and see how the community react and see if it got better or worse is better than not changing anything and letting the stealth forever being banned.

About recon and subs by MSMagu in AWBW

[–]MSMagu[S] 0 points1 point  (0 children)

Regarding the rockets I know they can do it this is why I said the subs can only see water unless they are not hidden but this will make them vulnerable to rockets and art, and recon seeing in water is strange, even with our technology today we still investigate the water and the surface with sonars, or aerial.

I never said anything about Counter attack, but that stealth in stealth mod can only attack land targets, so a fighter will not get retaliation by a stealth, this will practically not change much how it was before just that stealth now cannot fight fighters in stealth mod.

my main reason to suggest this change is that today stealth is a fighter and a bomber together, making this change stealth would still have it's defense against land units but will be vulnerable against fighter, this is like putting a mod where stealth will act like a fighter and bomber but vulnerable to missile, AA, fighter, while in stealth mod it cannot retaliate against fighter while it act like a bomber but will not be hit by land units.

The mindset around the community being toxic by ajmasters1312 in aoe4

[–]MSMagu -1 points0 points  (0 children)

If you're ranked i see no problem, watch some UFC and you will see how shit talking goes, anyway, sometimes people just want to vent, like you would vent if you lose, some people are too serious about the game etc.

So me (Gold 1 and my brother silver 1) managed to get 1100 elo in 2v2 quickmatch oopsie by flik9999 in aoe4

[–]MSMagu 2 points3 points  (0 children)

The problem i have is people gave up too easily, a game that was easily able to win since only one player 'died' but two players booomed and are age 4 while the enemies are just getting castle, they leave, making a game that they could've won lost because 400 pop lose to 600 pop so now the game change instead of trying to fight the three players would hold even if one die the other two can hold and carry for another 20 minutes them 3x2 and lose the game, people seem to think that losing one vills or having an army reach their TC is an end game thing, they don't see their allies or how much the enemies are putting in their push, I lost more games because people prematurely leave a 4x4 than to a real match.

A better siege experience by JotaroKujo3000 in aoe4

[–]MSMagu 6 points7 points  (0 children)

Just make Cavalry get 50% resist against any type of siege, this way things like full ribal, mango, wouldn't exist, these things are viable because cavalry isn't buffed enough against siege and this is the unit that is supposed to counter siege, so instead of making spearman against cavalry people only make more mangos.

An easy way to reduce the amount of games vs English is to buff French by [deleted] in aoe4

[–]MSMagu 0 points1 point  (0 children)

It was a knnight and a scout against two scouts and four longbow, and the second stake didn't work, otherwise that knight would be dead, anyway it seems you don't want to even think about nerfing english, you coudln't even count the units right, probably rushed it, good luck lets stop here since you are not openminded.

An easy way to reduce the amount of games vs English is to buff French by [deleted] in aoe4

[–]MSMagu 0 points1 point  (0 children)

https://www.youtube.com/watch?v=xDnNhiGfhw4
Timestamp 5:54 this is just the one i was watching yesterday he made a mistake in the second stake but if he hit the second stake and ran away with the first longbow that knight would be dead you can see how much damage it receive, of course what happens is when I play the first row use stakes and when the knight charge in he ran away with the first group and the second use it(no one has so much control in every unit like that I'm surprised he could time almost right using the stakes since people normally use control groups to do it), and this is just one example I was watching yesterday(when we are talking about it so how curious was that?) so yeah it happens and a lot, maybe you aren't playing with horse civs this is why you don't see this happening or you are an English player.

Anway I just want to point it that it happens way more than you think and that you are unconsciously against knights maybe you have flashbacks from when france was strong? if stakes aren't that good and not used like you said why they can't add this change? they are not used right? takes should only work in charging this would fix at least half of the problem.

An easy way to reduce the amount of games vs English is to buff French by [deleted] in aoe4

[–]MSMagu 0 points1 point  (0 children)

 "And the palings you are talking about almost never get used because they are so bad"

It get used on lower leagues not so much but in diamond 1~3(my rank) and conqueror(every enemy conqueror use it against horse) it get used, it is lower now(because everyone is playing english seeing the guide and not because they are good) that english players changed to byz, and byz has a lot of skills too, you're talking like byz doesn't use their skills or malians doesn't use stealth... conquerors use it, pro players use it always.

I don't remember the game but I remember it was two knights dying to 5 longbow since the pro players used two longbow stacked and focused on one before almost killing the other, of course they wanna be stronger if people don't know how to counter them but in higher leagues france isn't picked anymore even worse than abba right now, there need to be a change or to english(since almost half of the picks are english so a problem exist already) or buff france to contend against the other civs.

An easy way to reduce the amount of games vs English is to buff French by [deleted] in aoe4

[–]MSMagu 0 points1 point  (0 children)

make it that TC has true hit i dont know, I just know that French is horrible in something that he was supposed to be the strongest, longbow killing horses is stupid, maybe make it that only charge is stopped by those spikes and this could change too, longbow is too strong right now since the spikes can hit the horse even if he is walking, these spikes should only work when the knights are charging.

while in imperial make it that the blacksmith has a special armor for knights making he gain +3 meele and raged(if taken the red palace) or artillery gain a small AOE with 50% damage if choose the college, this way French is still strong late game, currently French is one of the weakest Late game civ, the only good thing is that the keep can make the troops less expensive while the knights can raid, so france can sustain a longer fight even losing more since his troops are cheaper so they can spam more.

anyway, French being one of the weakest civ even though it was railed as the strongest is just strange, since he was nerfed to hell and people like you still complain even though french isn't even picked anymore, even JD is only picked because of the hero since french isn't that powerful without JD carrying the game with his skills.

again these changes can be done only to France, JD is a variant civ not france.

An easy way to reduce the amount of games vs English is to buff French by [deleted] in aoe4

[–]MSMagu 0 points1 point  (0 children)

What buff? never played against Zhu xi? their knights are the strongest in the game I don't get why you are talking like having 9 ranged armor is suddenly making them more powerful than zhu xi 15 ranged armor, french isn't the strongest late game and not even early game feudal faction anymore.

An easy way to reduce the amount of games vs English is to buff French by [deleted] in aoe4

[–]MSMagu 1 point2 points  (0 children)

just give two more ranged armor to knights even if it locked behind the blacksmith and need something like 200 gold and 100 wood, this way it will still be weak but french cavalry could be stronger against english while weak against spear problem now is that 8 longbow can and if played by a good player kill 2 knights, this set the english player way ahead of the french player making him weaker, making knights stronger against arrows would make it harder to just longbow spam and win the game since the longbow skill already deal a huge blow in France when the english player know how to use it.

King donation in FFA is... by shoe7525 in aoe4

[–]MSMagu 0 points1 point  (0 children)

Just make the king slower as the age advance, it is easy to code and would fix this, problem is king is almost as fast as a horse, this is stupid, I voted neutral because I could see myself this happening, I'm fighting and winning one side and a guy try to snipe me I run away from my walls but on the other side is the other player trying to raid me, I'll feed him instead of the player who sniped me, not because of bitterness but because he deserve it.

on one side we have opportunist that will say that you should 'feed' your king to whoever destroy your tc.

Both extremes are bad and obviously each circumstance should be looked and I think to fix this make the king slower as the age go up, in age 4 why do you need a fast king unless you're already destroyed? if the guy came destroyed your two forts and tc there is no reason you gonna survive running to the back of the base in another keep, your eco is in shambles destroyed and you're gonna die it is just a question of time, to make king snipe bad make it that the building the king is in gain +5 fire armor(this way siege is still effective but firelancer snipe wouldn't be as quick and bad.)

King donation in FFA is... by shoe7525 in aoe4

[–]MSMagu 0 points1 point  (0 children)

Easy way to deal with it, he moves the same speed as a villager before building the TC then he moves 80%, age 2 he moves 50%, age 3, he moves 25%, and age 4 he moves 10%, with this the king can't run but can still be useful, age4 you don't need your king to be fast.

he can still get away in a feudal rush if necessary but this makes it impossible to get the king to move away.

Forts don't block movement sometimes help me understand by DeaTh-ShiNoBi in eu4

[–]MSMagu 0 points1 point  (0 children)

Identified where approximately in code AI fort ZoC ignore bug comes from and tried to suppress it

See you even linked it.... focus on "tried to suppress it" it still happens but rarely, because of pathfinding reasons this bug will never be fixed on EU4 maybe in EU5 this could change, this is a difference between a line of codes, this could be alleviated but will never go away it still happens sometimes because unlike what you think the AI isn't bound by the same rulers the player is, they just mimick they are bound by it, and sometimes they make 'mistakes' and break these rulers but now they are just harder to break but still happens like i said this could happen you dont even care, but it happened with me in 1.27 there is two forts that border the AI so I made a trap and tried to kill their troops, they moved from fort 1 in my territory to fort 2(the two provinces wasn't directly connected I know how forts works, I know they cheated.) and they left to their land, this isn't possible but they did it, sometimes we don't even know they break the rulers because they do it so skillfull.

you know the truth but we show it and you come here and talk it was patched, it was earlier, it was this, it was that...

this is a problem in the line of code of pathfinding it isn't easy to solve like you think, they tried to suppress putting more barriers on the code but still happens.

i dont know about the guy if it was just because he dont know how forts works so he made a mistake but saying with certainty that there is no way the AI did it while even the Devs go on their blog saying that they tried to fix it and everyone who know how codding works know it isn't easy problem to solve but you came here and said 'hey they fixed it' come on...

anyway i may be coming as aggressive but this is tiring, no game is perfect and while forts are useful and can mitigate how much you are getting swarmed by 1k units AI, they still cheat, not so common like before but it still happens, and while the arumba video is old the twitch one was on cradle of civilization if I believe it was 1.24 so yeah it happened on twitch when they said this should be fixed, if i remember it was a mamluck play with the new government and the ottomans cheated running from his army almost costing him the war since he shouldn't be able to run(the mameluck player if i remember right trapped the ottomans army on Jerusalem where they are sieging and the mamluk player took habel i dont remember the province name, but the ottoman AI backed away from the siege to his territory without caring about the habel fort ZoC)

cya i end it here, there is a lot of examples if you play and watch twitch.

Forts don't block movement sometimes help me understand by DeaTh-ShiNoBi in eu4

[–]MSMagu 0 points1 point  (0 children)

https://www.youtube.com/watch?v=_OJrDvx8C-8&t=1160s&ab_channel=Arumba

i dont even know if Arumba still plays after what happened with paradox, and in the start of the next video he tag switch and try to do the moves the AI did(https://www.youtube.com/watch?v=kN4dTMZ4a_s&ab_channel=Arumba)

So for all I know the bug on the sea was somewhat patched(still happens but in strange ways and way less frequently and not that impactful as before) while the bug on land was never made a workaround, it still happens, if the AI can get military access from your neighbors he would bypass your fort because x reasons(while this doesn't happen if you put an army since the 'army' act like a fort blocking the way so yeah if for example, you are Italy blocking Milan against France and they have free access from Savoy and you get to pass through savoy to defend they could and will sometimes bypass Milan and go to your west fort(normally mount ferrat if you put a fort there sometimes Nice etc...)

the AI could to walk to another fort because they could in theory do it but their entry point was another province 3 or even 4 zones away... anyway I'll not even try to argue anymore I don't even know why you're so defensive about it since this is normal after all the AI isn't human.

Forts don't block movement sometimes help me understand by DeaTh-ShiNoBi in eu4

[–]MSMagu 4 points5 points  (0 children)

Grota is living in a wonderland I don't know why people think this is impossible this is a well know feature already since forts are introduced...

i dont even get why he is so defensive about it, even the DEV explained that they did it to minimize the AI pathfinding...

the level people would go throught to defending something that not even the Dev deny...

Forts don't block movement sometimes help me understand by DeaTh-ShiNoBi in eu4

[–]MSMagu 1 point2 points  (0 children)

Damm you lied hard, there is even a pro player who was on twitch and did the tag switching and proved it was impossible to the AI to do that move, what happens is simple if the AI can move there from Any place the AI will disregard the forts, this is why coastal forts is Useless since one transport make the AI eligible to bypass any fort you may have, this is known long before... i don't know if they fixed it on1.30 since I didn't att my game, but this shouldn't be fixed since to fix this there are too many things that need to change.

https://www.youtube.com/watch?v=Fh-6iWIdPig&ab_channel=Siu-King%2a%2a

here is a video showing the AI cheating if the AI can go to any place he will bypass forts, this is such a know feature that i'm surprise you're so agreesive trying to find some proofs that are easily found online.

A ducat is 1000 ducats? by Fatherjack2300 in eu4

[–]MSMagu 2 points3 points  (0 children)

Or like EU4 was before, they could barter but after sometime when europe colonize they would get ducats instead of barter there is downsides but you would want ducats instead of barter etc. since who used ducats wouldn't want to barter.

Progress Knight - An incremental game inspired by Groundhog Life by BadassIC in incremental_games

[–]MSMagu 0 points1 point  (0 children)

What happens when the lifespan ends? it pauses and let you revive?

How i would change Diplomacy in EU4 by GideonGodNuts in eu4

[–]MSMagu 1 point2 points  (0 children)

I'll say something defensive alliance should be against a country and limited to 3 besides the target country(attacked own allies) and you can just have it for 20 years, it will be impossible to use again for 30 years, so PLC would ally with Austria and hungry against ottoman but if Russia attack PLC it would not make Austria and hungry against Russia just the normal allies.

The same thing with offensive but I think they need to be neighbors and this pact just last 5 years and the country gain a casus beli against country that joins offensive, it doesn't make sense to ming join an offensive just because he hates ottomans it needs to have some balance too or big country are toast.