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Fabius

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Fabius last won the day on April 27 2022

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  1. Here's to a swift fixing of all bugs and an early release so us die-hards can go nuts
  2. Hi, interested to now if there will be a release of A27 anytime soon?
  3. Is there an updated version of the release candidate for A27 we can playtest?
  4. Regarding this I would suggest an increase in the radius, perhaps even as a tech, flaming munitions for instance. The reasoning for bigger radius over higher damage is that even with low damage an area attack can indirectly snipe low hp units which is highly useful for a massed battlefield
  5. I see, good to know thanks I see the poor Consular Guard got the inevitable nerf bat with their pierce armour, but now that infantry swords are better could be time for the Extrordinari to have their time in the sun That centurion attack bonus is going to go up in value now I am liking the pike changes, will be interesting to see how they perform Also the indirect buff to ranged shooting opens some interesting considerations with Macedonian champion crossbows and also bolt throwers though the latter already punches most things clean out in one go, but the linear splash will hurt more I think
  6. I just tested the mod and I must say i really like the change to the melee. I was caught of guard by the immediate loss of survivability against ranged units, but after getting over the initial shock and switching mindset a little I found it much more enjoyable having my sword units do meaningful things instead of just taking damage like before. Blacksmith armour and such is much more important now and certain hero bonuses have greater value now. I also liked the nudge towards a diverse army to cover different things as apposed to a single unit spam. Overall a great change Now about the catapult splash damage, what is the radius size? I tested that too and it seemed to be non existent, in fact there seemed to be little impact at all from what I could tell, uncertain if I tested it wrong or what exactly the trouble is, so was a little disappointed by that.
  7. Good evening, been a while, looks like good things been happening Where can I download the latest community mod please?
  8. The Roman army camp trains sword and spear infantry at advanced rank, rank 2 specifically, this is a perk of the building and entirely normal
  9. Looks good. Scholae palatina are an imperial guard unit though, so merging a command function with it doesn't really work
  10. I don't hate it, but the naming is awkward, needed something more in line with the era, which I am uncertain of. However a mounted commander is far more useful than a foot one. Honestly a bigger complaint is that they switched out the helmet for an imperial Gallic helmet with the transverse crest, that honestly jars more, but again I guess they wanted style points since that is immediately recognizable as a centurion. As to why they might not have gone with super heavy infantry is because Teutonic knights exist already filling that spot. So they went with a stronger version of one of Age II's most notable units the Paladin and tweaked it. To my knowledge Centurions are one of the most iconic units from Age I, so overall likely they were trying to capture that. Did they succeed, maybe, only time will tell.
  11. What about overlap? there are five villagers working the same field not just one, if points are chosen at random I could see a fair amount of "bumping" taking place as villagers try to take occupied points on the field.
  12. I was aware the Byzantines are Romans too, just using the geographic distinction as a justification for having two Roman factions in the same game.
  13. That campaign to my knowledge is for the Age I port, far as I am aware the only thing the Age II section is getting is the Roman civilization, everything else will be contained in the Age I section. However would definitely love some late roman campaigns in the Age II section covering all that which you mentioned. I really hope they do a Belisarius one eventually.
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