Galactic_Hunter

Galactic_Hunter

Joined Member # 642688
2 Posts 22 Replies 11,160 Reputation

[quote who="Azunai_" reply="3" id="3351640"] well warfare knowledge gets added to your warfare research. i'm not sure how it's applied, though. i think it gets added to a random warfare tech that is currently available.[/quote] I think that too.

9 Replies 8,017 Views

Just on the fact that mounted units are immune to being knocked Prone: I think this is because they would have to have new animations for it, which is too much work. It MIGHT be easier (work wise) and realistic (game wise) to change it so that when they get knocked prone the become unhorsed (unwarged?) and fight as infantry. That would mean changing the definition of the troops mid-battle, and I am not sure how easy that is in the code base.

39 Replies 131,921 Views

[quote who="Grogtank" reply="13" id="3351242"] I think limiting them as a resource is heading in the wrong direction. There needs to be realistic advantages and disadvantages to using mounted units and upkeep costs need to reflect expenses in caring for mounts. Unfortunately, because of the relatively small size of most tactical maps, some historical advantages of cavalry cannot be simulated. Integrating something realistic and satisfying within the limited bounds of the current tactica

39 Replies 131,921 Views

[quote who="emmagine" reply="12" id="3351209"] just to chime in on the whole pike argument..... People who watched braveheart are big believers in the spear / pike vs horses. In reality, it wasn't quite so awesome. Horse mounted troops *decimated* the non mounted variety. 2000 lbs of monster breaks people. Period. (yes, warhorses were typically what we would call a "draft" stock variety these days, and commonly run 1850-2300 lbs. Not the 800 lb v

39 Replies 131,921 Views

Agree with the OP. The mechanism should favour keeping veteran troops, which makes keeping them more important. AI difficulties notwithstanding.

8 Replies 7,041 Views

[quote who="Wizard1200" reply="5" id="3350736"] I think that it would be balanced if mounted units would get: + 2 initiative (horse) or + 5 initiative (warg) + 2 movement (horse) or + 1 movement (warg) - 20 dodge vs. melee and ranged attacks (horse and warg) Charge: + 3 movement and + 40 dodge vs. melee and ranged attacks for 1 turn, cooldown: 2 turns (horse) or 4 turns (warg)[/quote] Well I disagree with giving them add

39 Replies 131,921 Views

I have been playing with 0.85 for a few hours. Just focusing on horses. 1. Previously a ranch produced 1 horse per turn. I recommended 0.1 per turn. It was changed to 0.5 horses per turn. I am in the mid-game, produced just a few units so far, and I have nearly a hundred horses spare. Talking to my neighbours, they have hundreds of horses spare. If I were short, I could easily trade for more. <p

39 Replies 131,921 Views

I understood the original poster to mean that he did not think there should be 'automated roads' built between cities and outposts. This should be done manually by engineers (or whatever they might be called). FWIW, I agree. I agree because building roads is hard, they are extremely valuable strategically and any such improvement should involve a cost. It also robs me of the opportunity to build the road network that makes the most strategic sense.

52 Replies 174,891 Views

This has been noted before and needs a fix. The other thing that has been suggested is that the Fame levels you need to get a hero spread out a bit. I agree with this, since I tend to find I have too many useless heroes that can do very little, given that I have not got the troops needed to get them out fighting. Unlocking a new hero should be something I strive to do, at the moment it just happens quite easily.

5 Replies 5,051 Views

The main problem at the moment is the 'queued pioneers' exploit. I love growing my cities to level 4 and 5, but often the reward for doing so is quite disappointing and feels like an anti-climax.

23 Replies 16,861 Views

Well this has been done to death and it would be quite encouraging if the devs would respond one way or another. The resource production would have to be reduced significantly so that it was actually a practical limit. Something like 0.1 horses per turn at 1st level, and 0.25 at higher levels. No need to double up and require 2 horses per cavalryman, that is just confusing. Good ideas here about increasing armor capability of wargs, horses, warhorses (in that order). Als

54 Replies 236,144 Views

I tend to agree and have suggested it before that we replace an 'attack' with a 'battle'. This is how a lot of TB games of ancient warfare work (for example, Slitherine's Field of Glory, which is a very interesting TB tactical battle engine for Ancient warfare). As you say, attacking without retaliation is then a special effect (Assassin or whatever). It is a big change to the combat model, but might be the right one. You can still get bonuses f

14 Replies 69,317 Views

[quote who="roy berube" reply="2" id="3345307"] While item 1 looks like a good idea it would require a comprehensive combat redesign. Think of the binary effects such as shield bash or blunt knock-down: how would they be implemented in this system? These combat effects which are hit or miss cannot be adapted to a partial hit from a group. Hence a redesign would be needed to maintain some semblance to the current system.[/quote] Yes, it is a fairly major re-design

14 Replies 69,317 Views

It seems to me that the combat model is broken. Tactical battles are way less fun than they should be, and often become walkovers very early in the game. There is no 'balance' between different units, and often the inferior troops will not just lose, they will melt without doing a single hit on the superior side. I think is partly because the basic combat model is not doing a good enough job to simulate basic things like the effect of having more troops, weapon vs armor

14 Replies 69,317 Views

I miss Encumbrance, and want it back. Instead of the 40 / 80 cutoffs, it should just be each 10% of weight takes off 1 initiative. The horses giving encumbrance relief was always a bit silly, and that could be changed, but that doesn't make encumbrance broken.

54 Replies 70,204 Views

There will be a bunch of considerations that they will have to go through and adjust. Warhorses, Trogs, etc. I note that the backpack has been done, and gives + init. But that is not the biggest thing. All weapons, armor and shields have weights, and now this whole system is being thrown out? I wonder why frankly?

139 Replies 444,999 Views

[quote who="Brainjuggler" reply="5" id="3339533"] What if each tower gave you a -2 while the forge of the overlord worth -4 or something? Then your opponents would slowly get more nervous as you advanced. I still want this to be disabled when you turn off spell of making victory, no reason you should take a diplomacy hit. While on the subject, does anyone else think spell of making is too early in the tech tree? Sometimes I feel like the game is just ge

13 Replies 44,776 Views

There are some good ideas there, and we still remain pretty much on the same page about what has to happen in this mod. Of course, with LH, I don't see any point in doing the mod without making it for LH. This seems to be the 'live' branch of the game, and the one that will go forward. I have not looked into detail about what is necessary to change the tech tree, but I will start. It seems that we have most of the game armors we need already in there, including the

73 Replies 124,128 Views

[quote who="halmal242" reply="32" id="3339660"] You can also add a revenge damage to spears if attacked by a mounted unit. You have to use the damage reflection modifier and then used the tag you have listed above. SO basically if a unit is mounted and attacks someone wielding a spear they will take some of the damage they did to the spear wielder even if they are immune. If you want to make it punitive for mounted units to attack spear set the damage reflect

46 Replies 18,416 Views