Cys, I've taken a look at the front page and I'm now even more anxious for this expansion. But I do have a question: whith the new Heavy Eagles and their minor upgrades, like the 5 extra HP, wouldn't that leve a post-imp Mayan eagle with 105 HP or are you going to adjust that?
The effect is VERY small. Thumb ring only makes them 100% accurate (they are already damn accurate) and doesnt improve their fire rate.Thumb ring affects skirms.
+1what's the status on the conversion of seagate into a paliside gate for civs without stone walls?
+1what's the status on the conversion of seagate into a paliside gate for civs without stone walls?
Also about the huns. Any chance to add a unit called Xiongnu riders looks like a unit with a bow on a horse. Appears to have no armor but really you can give faster shooting
http://en.wikipedia.org/wiki/Huns
It exists already on AoC, they call him Bleda the Hun ._.
Cys, I've taken a look at the front page and I'm now even more anxious for this expansion. But I do have a question: whith the new Heavy Eagles and their minor upgrades, like the 5 extra HP, wouldn't that leve a post-imp Mayan eagle with 105 HP or are you going to adjust that?
I like the idea to make Yeomen affect cavarchers.
I think that Britons historically had good cavarchers (in Normandy).
Another idea would be to make Yeomen affect scorpions, no historical base this time.
I personally like the variety of range of Briton units. I like using skirms as first line, a few arbalests behind them and massed longbows to the back. The option to use cavarchers in the first line sounds interesting.
I believe that this 2-3 lines front tactic will be used with Indians going ele-archers and xbows. It is already doable with Koreans (without EWW upgrade) or Mayans in castle.
Goths dont have stone walls and it doesn't make them useless in BF. In tg ally can wall for you, or u can just prepare to defend a rush with ur cheap infantry. Huns is another good civ to defend a rush and is a very good booming and fast attack civ.
I don't think huns will be "useless" on BF just because they have no stone walls.
I like the idea to make Yeomen affect cavarchers.
I think that Britons historically had good cavarchers (in Normandy).
Another idea would be to make Yeomen affect scorpions, no historical base this time.
I personally like the variety of range of Briton units. I like using skirms as first line, a few arbalests behind them and massed longbows to the back. The option to use cavarchers in the first line sounds interesting.
I believe that this 2-3 lines front tactic will be used with Indians going ele-archers and xbows. It is already doable with Koreans (without EWW upgrade) or Mayans in castle.
Brits just need SOMETHING, at the moment so bad in tg, except 200 vil sling - really which side r u gonna go from pocket in post imp, u cannot choose both slow units. DM probably worst civ too. Just something for their late game, maybe seige rams.
what's the status on the conversion of seagate into a paliside gate for civs without stone walls?
houses arent walling, or meant to be for wallingHuns shouldn't lose stone walls because they don't have houses so they won't be able to wall strongly at all, it'd also make them useless in black forest, well you can then wall with other buildings like market blacksmith but still....
what's the status on the conversion of seagate into a paliside gate for civs without stone walls?
+1!
what about..
some kind of upgrade for palisade wall
elite petard tech at imp
new imp tech to increase walls hp
bloodlines only boots +10 hp
monks cheaper
reduce bombard towers damage and change them to do melee damage
+11. Discourage people from blindly doing xbow and mangonel regardless of civ. This will promote variety in castle age warfare. (Hun ca are already getting nerfed).
this is aoc and not a science fiction game like starcraft.Another idea. Can you give abilities to units? For instance:
- Knights you can give "charge" ability to run down archers or Cavalry archers.
- Archers you can do "poison arrow" to inflict damage over time.
- swordsmen have "berserk" so give then (20% faster sword swing, run 15% faster) for 20 seconds but lowers health to perform.