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By Grautvornix · Posted
Instead I would like to suggest walls that can be walked on (mechanics: moving garrisoned soldiers sideways replacing the next empty slot) towards the area of attack. Then, there could also be a successful attacker moving along the wall in the same way - garrisoning a wall segment from a siege tower or a ladder (and only from those) could be possible with a certain probability. -
By Grautvornix · Posted
My amateur "historians" opinion: Isn't the typical infantry attack on walls somehow representing kind of an undermining? (frankly, you may hit a stone wall for a VERY long time with a sword, a spear, or arrows, even with an axe, but without ny thing breaking ewxcept your own weapons.This is why city walls were so successful until the late middle ages, I believe.) -
By Ultimate Aurelian · Posted
Perhaps it could unload them slowly. It would be cool to have battles on top of walls like in total war but that would take a lot of work. -
By Effervescent · Posted
Hi, Let me start by expressing how much I love the unit motions. The inertia aspect bring more depth to the units, and with the newly tweaked values, it's a good balance between realism and unit control ability (also micro). I especially love the turns cavalry make. that really gives the vibes of medieval cavalry going for raids. The unit animation sync needs to be handled though, so that the stop-animation syncs with units stopping, by that's a minor thing. As for the elephants. O.M.G. That thing is so fun to play. Elephants pushing and trampling units is so fun, and I wouldn't be surprised if this changes births a few elephant lovers in-game. The infantry units having different values from cavs and eles makes the most sense to me, tbh. It gives infantry agility, and tighter controls which their qudra-pedal brothers can only dream of. I'll try to recruit more testers for this and see how people feel about this in general, but I for one really love this and hope this gets pushed in the next alpha. Cheers.
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