Historically, the way to counter archers was cavalry and, to a lesser extent, cover. I don't think it unreasonable that archers should be lethal to infantry at long range. Playing with the starting distances between forces, and the ranges of bows/catapults might provide interesting opportunities, particularly in combination with stealthed units and ambushes. Like if a unit moves into a stealthed unit, the stealthed unit has surprise and can choose what range to start th
ookeek
My CtD issues were cleared up with the 1.07 patch, and I was also able to play a full (albeit short) game over Labor Day. I had a good time with it over all, and I'm looking forward to playing again. That said, here's what I noticed: * missing info cards in the tech tables (building and unit info) * some pointer fussiness when selecting tiles for viewing or movement * character pop-up info didn't consistently update when mousing over different portraits</p
A thought that I had for Minor Factions: I like the idea of choosing how much freedom they have at game startup, but how about making an option where the only difference between them and major factions is that they don't have a magical sovereign? Or possibly no sovereign at all? Doing something like that would help underscore the difference magic makes in the world, and give the player an opportunity to feel all impressive about himself. Even if his butt's being hand
I suggest having an alternate means of advancing your sovereign (other than combat). If the vibe we're shooting for is Sauron or Morgoth, it seems like there should be some point later in the game when you can hole up in your secret underground lair with liquid hot magma to perform your nefarious research and blasphemous experiments to amass unseemly amounts of power through forbidden knowledge. Early in the game I can easily see Sauron schlepping around for In