-
Who's Online 5 Members, 1 Anonymous, 668 Guests (See full list)
-
Topics
-
Posts
-
TOTAL WAR ♥ doble wall anti siege tower and bye bye for you idea you need to set up some things, a wall is max 16 people and garnison tower is 20 , so 4 units will be out for no reason. A total war or strongold system is the best, but a lot of changes ahah , if you have to ungarnison the wall after in the other direction is kinda too much micro for a little efficient, tower wall should work like a stair. Also increase they cost for balance it or reduce their arrow number
-
I'd also want to have turret restoration patch merged/improved
-
It would also be nice when they are weaker/capturable from that side.
-
By wowgetoffyourcellphone · Posted
Not crucial to the features of a Siege Tower, but I think their model needs updated. Perhaps 2 or 3 different Siege Tower models, or the player starts with the generic wooden tower, but with the 'Armor Plating' tech their actor updates to an armored Siege Tower which has a civ-specific look (same goes for Battering Rams for that matter). -
By wowgetoffyourcellphone · Posted
I think firstly that walls must be made more useful and less buggy before another countermeasure to them (new Siege Tower features) is implemented. Walls need: 1. Environmental Snapping, such as to (very important) cliffs and impassable water edges, and to objects such as stone mines. 2. A health/cost/buildtime rebalance once they become more ubiquitous in multiplayer. The balance here will be crucial. Perhaps they should be slightly OP in most situations so that countermeasures such as Siege Towers (and other things? Undermines?) are warranted in the first place. 3. (not crucial) I'd like to add Sally Ports, which are like narrow "gates" but only allow one unit through at a time. So, they allow your units through and are more defensible than gates, but are allowed much lower passable bandwidth (and only let soldiers through, not civilian units, elephants, or siege weapons). Battle for Middle Earth II had these and they were nice. 4. I think the way archers "unturret" off of the wall is goofy-looking. Furthermore, which side of the wall they ungarrison to is not immediately clear nor easily controlled (if currently even possible at all?). We should fix this somehow. Maybe we can animate units running laterally across the wall's parapet to the nearest wall tower and ungarrisoning from those.
-
