Jump to content

Silier

WFG Retired
  • Posts

    1.265
  • Joined

  • Days Won

    9

Posts posted by Silier

  1. 1 hour ago, elexis said:

    Perhaps that argument could be filled with some examples, since it can only be true for a part of the battles, perhaps the majority. For example Vercingetorix had to surrender to Cesar because they were starving, despite still being fortified as far as I know.

    The same way you can starve well defended city :) But starving is not in game.  Back to the point. Maybe limit fortresses to 1 per civil centre and give them territory root, also force minimum distance from each other.

    On the other hand I think if cc is taken one will not have enough sources to defend fort. :) 

    But aside from that forts are conquest critical buildings. I think that for Conquest Structure (or whatever is the name of victory condition) should not be enough to destroy cc and all critical buildings are lost because no territory.

  2. hey @Servo you might want to download this mod again as blood on units have been fixed and soldiers do not build anymore. Soldiers have been removed from CCs. Btw to train some unit it is needed to build blacksmith, then you can build barracks and range, to build stables you need also corral. And for every unit to unlock you need  research forging and specific weapon, for cavalry you need also cavalry tech and horsed unit with specific weapon as well, so early raiding is delayed as you need to unlock almost everything to proceed to wanted unit. Also every you get hero with bodyguards (mainly champions) so I think even if some player is able to rush to get some soldiers earlier,  you still have some units able to fight. 

    About athen sword cav, they can be trained.

    Yes, I agree and realise that Petra gameplay and single-player is important :).

    • Like 1
  3. capturing fixed

    every civ now has ram ( to have at least melee way to destroy buildings )

    ram is "pushed" by garrisoned force

    ram provides some protection from ranged attacks

    gauls and britons got sword units ( they have sword cav so sure they can have them on foot )

    persians got axe infantry ( they can be upgraded only once )

  4. I found this video recently where it is stated that onagers were used mainly against soldiers and not walls and that size of the projectile fired from onager is not able to damage the walls. So my question is do you agree with this video or there is some evidence they were used against walls and buildings mainly.

     

  5. the problem is with range of range query and actual attack range. 

    unit looks for targets in these cases: 

    entered idle state

    some unit has entered into its range query (here I think it responds just to the ones who entered) 

    unit is attacking and cureent target is not more valid (out of range, dead) 

     

    but unit will look for targets just once. If choosen target cannot be attacked, it will not try attack it later nor look for another possible one

     

    this is what happened here: target entere s d their range query but due standground state and shorter attack range could not attack 

    you might tweak attack range and query range to be identical

    • Like 1
  6. redone charge

      anytime cavalry is running and contacts unit which is not prepared and steady, it deals mount damage to it

      charging against spear, pike formation from front destroys your cavalry

      elephants can charge too (now a bit unstoppable while running around)

    elephants deals death damage (for friendly units too)

    errors caused by archers should be fixed

    towers now have max range about 30 (same as max range for infantry archers)

    arrow addition to towers just from archers, javelin, sling

    visible garrison for rams is rolled back because rams would not attack

    rams are now impossible to kill with infantry (as it will be visible) - use other ram or anything with crush

    // technically you can still repair building faster than ram is destroying it

    morale of unit increases by killing enemy and decreases by every killed member in battalion

    if it reaches 0, unit starts flee and will not respond to attack orders anymore

    • Like 1
  7. hi @Servo thank you for testing, for now, siege that has units as actors does not require batalion, anyway visible units using ram are causing a bit of problem ram not attacking so I am reverting it to garrison and disapear till i figure out fix for this. 

    They should be repairable i dont remember to disable this but soldiers dont build may be case they cant repair too. 

    Had archers bows aiming while staying there or they fired and stayed idle. 

    It may be because that errors in timers. 

    I thought I fixed all blooded units :brickwall:

×
×
  • Create New...