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Messages - Zakky

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BM General Discussion / Re: Discussion on Monsters
« on: Today at 06:15:46 AM »
Why though? This system works. It keeps density high by making people lose regions. It has a bit of downside of making people quit the game but it will react to it and make people lose more regions. It will repeat it until people suck it up or the island becomes empty.

Feature Requests / Re: Starting Unit tweaks : Archers
« on: Yesterday at 06:05:26 PM »
Hmm. Make all archers R4. Make them do more damage as enemies approach but make them too far less at R4 and R3.

Make all MIs attack at R2 but make them ignore armor.

East Island / Re: The War
« on: August 12, 2018, 06:34:47 AM »
Never fund Chenier. Let him work with what he has  ::)

Development / Re: Archer targeting
« on: August 10, 2018, 11:38:49 AM »
It is very realistic. All archers aren't very good at shooting arrows.  ;)

Development / Re: Archer targeting
« on: August 10, 2018, 09:36:15 AM »
Interesting that you've notice no battle being fought too.

10K worth of Rogues just marched into the capital of Nothoi on Beluaterra, fought no battle, and immediately started a TO.

Fully defended city with both militia and noble regiments in house BTW.  And level 5 walls.

I think we've got a bug here...

Once that bug gets fixed you guys will be fighting those rogues without the wall XD

Development / Re: Archer targeting
« on: August 10, 2018, 07:25:05 AM »
@Anaris: If the recent update was about increasing the ratio of units to target the enemy on the front line before moving on to targets further back, I do not notice much difference.
In the most recent battle, the front line unit suffered only about 15 % casualties the first round...quite far from an overkill.

Maybe it's his way of saying time to grab infantry.

Feature Requests / Re: Starting Unit tweaks : Archers
« on: August 10, 2018, 03:43:32 AM »
Maybe the game should go the other direction. Reduce all range by 1 so archers at most have R3 and SF R4. Archers are firing too far I think since they can literally cover half the field.

Feature Requests / Re: Starting Unit tweaks : Archers
« on: August 09, 2018, 09:33:14 PM »
Heh well I thought it was a simple option. Maybe I was overthinking too much. I just wrote whichever the way I could think of right away.

The easiest fix for low range RC is to not have them. Make all R2,3 to R4. That would be a super fast answer.

If you want to make R2 and 3 useful, then I see the way I described top or other few other options.

1) Make R2 and R3 units more resilient against infantry. This will pretty much turn them into mixed infantry. Not sure this is what you want.

2) Change the linear damage reduction formula. So you do a lot more damage in R1 and R2 while less in R3, R4 and R5. The problem I see here is how much damage you lose from shooting units that are engaged. You lose a lot of hits from firing carefully at enemies that are engaged in your melee units. Increasing that damage will make all shorter range good in general but that also makes archers strong in general. Melee units will be used as cannon fodders again to buy as much time as possible.

I don't really see a simple option. Maybe someone else has a brilliant and elegant fix ;)

East Island / Re: The War
« on: August 09, 2018, 09:18:20 PM »
Of course, they were free to chose as they willed. Highmarch viewed them as brothers, not vassals.

It remains a poor decision on all accounts, in my books, about the worst they could have made.

Highmarch turned on Perdan, and Perdan only. Vix's decision to stand by Perdan was much more grounded than Fallangard's decision to do the same. Highmarch's new position made Vix vulnerable, but did no such thing to Fallangard. The only way Fallangard could come out losing from Highmarch' flip is by going after Highmarch themselves. They really shot themselves in the foot. They could have went to attack Caligus, draw forces away from Vix and Highmarch, instead of joining in with Vix and looting Winkamus.

And it's not like they'll gain anything from this. They picked the losing side, and put themselves in an extremely vulnerable position doing so.

But anyone that goes against you makes their decisions bad.  ;D

Feature Requests / Re: Starting Unit tweaks : Archers
« on: August 09, 2018, 09:15:50 PM »
...I notice you're not even mentioning R2 archers.

I think this is probably a good idea; I have felt for a long time like the tradeoffs of shorter-ranged archers were not worthwhile. I would like to make it more of a strategic choice, such that the shorter the range of your archers, the more damage they deal.

Not sure exactly what the right way forward is on this, but I do agree that something needs to be done in this vein, and making starting archers all R4 is probably a good step in the right direction.

Thought you already do more damage in the shorter range? I mean shorter range is usually bad because how the game is designed. Because you fire before you move, if your target is out of your range, you waste that turn completely. If you have archers with R2, you get to shoot only once before you get hit by cavalry units unless they move from outside of your range. Even worse for R1. R1 is essentially useless. I don't even know why we are even seeing R1 archer options.

I can think of one quick way to change how much damage you do with ranged units. Maybe your overall damage is the same. Let's say you can do 1000 damage across all of your range. If you are range 4, you will do 250 each row. But if your enemies are 4 rows away, you will do 250/4. Maybe you get an option to focus your fire so instead of doing equal 250 damage per row, maybe you can focus 700 damage on row 3 while doing 100 damage per row on your remaining rows.

That way if you have a unit with 1 range, you will do 1000/1 damage to the row right in front of you. If your range is 2, you will by default do 500 damage in each row.

This will make archers attack multiple units like infantry units but they will do more damage on a specific row if you get an option to adjust the ratio of damage. Otherwise, their damage will be spread out across all their range.

Just a quick thought. Numbers might need to be readjusted and with arrows having different ratio across hit or miss you might need to make archers do more damage overall to adjust for that.

BM General Discussion / Random red letters
« on: August 09, 2018, 06:12:01 AM »
Got a report just now.

Mortuus Angelo, Knight of Karbala was seriously wounded by Banetal Dragoness's unit.

Why does the city name get colored in red?

East Island / Re: The War
« on: August 08, 2018, 08:07:09 PM »
Looks like Caligus will finally be able to kill Edvard and reclaim their city. How long has it been? 5 years?

Development / Re: Archer targeting
« on: August 08, 2018, 02:40:15 AM »
Given how rogue prone those continents are, not having effective militias would mean everyone would have to squat their capitals just in case a huge horde comes in. I don't think that's an improvement.

That is what those continents need. They need to achieve 3 noble to 1 region ratio. People are still resisting.

Development / Re: Archer targeting
« on: August 07, 2018, 11:22:27 PM »
Maybe militia could get a generic debuff, combined with a buff against rogues? So that they are weaker against human armies than they currently are, but at least just as strong against rogues as they currently are? Mobile troops should always be strongest, though, because otherwise that will incite some realms to dump even more gold into militia at the expense of the players.

They need to be nerfed and that's it. They should be worse against both humans and rogues. Being worse against rogues will help both BT and Dwi to shed some realms.

Development / Re: Archer targeting
« on: August 07, 2018, 11:58:28 AM »
In the medium-to-long-term, I'd like to buff both walls and siege engines.

This is all still very nebulous, but I have Ideas about changes to the system that would make it effectively impossible to take a defended city without a significant number of siege engines. One is to make the height of the walls affect archer fireā€”in both directions. So, for instance, every 2 levels of wall would increase the range of archers atop the wall by 1 line, and reduce the effective range of archers shooting up it by 1 line. This would mean that with range 4 archers on both sides, in a city with level 5 walls, the archers on top of the wall would be able to hit the archers below 4 lines before they'd be able to hit the defenders.

But as I say, that's all still very nebulous, and none of it is in my short-term plans.

I don't mind seeing walls granting extra range but SEs definitely need to compensate for their crappiness. I think infantry should have built in SE that will allow them to scale walls but actually buying one should increase the effectiveness by a lot. Maybe explosive charges should be changed a bit so units carrying those can punch a hole or something. Or at least add a way to damage the walls from a range with trebuchets.

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