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By BreakfastBurrito_007 · Posted
Definitely the fana should not be exclusively a counter-champ cav unit nor be stripped of its cav damage multiplier. Reduction of unit stats will suffice. HP and or a little speed and maybe one more armor value. Speed nerf for cav would be great. People are trying to play 7v7s right now and its definitely even more clear that the speed of cav could be nerfed substantially and the mobility advantage would still be enough. -
Not 100% true. We add pop bonus to ssystion before it was added into base game. We also used ram garrison to add speed/acceleration to rams before it made it into base game.
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its actually been good, i have already played some matches. Few players disconnected some times, but overall the game was smooth
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By Grautvornix · Posted
@Nicolaus_von_Kues If the pathfinding issue could only be solved - which appears to be quite complex - then we can define these features: bridges, that block ships, allow passage of any civilians or troops, can be built up to a limited length, but also destroyed, e.g. by ships (also by whales?) ramps (iirc there might exist historical evidences of this being used in siege tech) - can be built up to a limited height and destroyed tunnels/portals/secret passageways (you discover an entrance and when entering it, reappear at another place on the map, must work in both directions, could start somewhere in a mountaineous area but never ends in or under a building). This needs to be defined when creating a map. Alternatively short passageways could be built by the player himself with a limited radius from his CC or fortress.transfer capacity shouold be limited though (cannot send a whole army through). roads that have an accelerating aura for everyone, inlcuding enemies - pathfinding being particularly complex here as roads can be entered and left anywhere, as opposed to the other structures that have an entry point and an exit point. Still brainstorming...
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