Tasunke

Tasunke

Joined Member # 3846508
78 Posts 3,839 Replies 852 Reputation

maybe I'm biased but I feel that going for an all horse-archer army could be a viable tactic ;) (granted though, even armies where every horseman had a bow, many also had melee weapons)

218 Replies 399,296 Views

[quote who="feelotraveller" reply="108" id="3086362"] Some good suggestions but the one I find simple and appealing is ranged units cannot move and attack on same turn.[/quote] If ranged weapons still have limitless range, I think this is fair (for non-mounted archers)

218 Replies 399,296 Views

Hmm ... I think Tarth would prefer archers and horse archers (the skirmish + retreat approach) while Gilden and Capitar would prefer Knights and footmen. (direct confrontation) Gilden would probably focus more on high quality troops and a vertical economy, while Capitar would likely focus on large 'organized' armies and horizontal growth. Pariden would focus on mage units (and magical champions), supp

62 Replies 44,652 Views

Hmm. Maybe extra 'turns' via initiative should NOT allow for extra movement .. only extra attacks.

218 Replies 399,296 Views

[quote who="StevenAus" reply="17" id="3078411"]This is what it says in the Desura Terms of Use: QUOTE: 2. Use and ownership of user provided content If you send to Desura, or upload to the System, any content of any type ("Content"), including forum posts, commentary, ideas or suggestions whether or not solicited, then: by uploading the Content you license the Content to Desura as set out in this clause 2; and you must ensure that you are the owner or creator of tha

35 Replies 171,779 Views

[quote quoting="post"] Gilden are Paladins. Noble and honorable beyond reason. Magnar are evil but make no bones about it. [/quote] For some reason I thought the Gilden were only honorable to economic obligations ... (and a bit stand-offish) As far as the Magnar, what does that quote even mean? I'd like to think of them as the 'lizard people' of the fallen ;) My favorite custom thus far is a death/fire/air s

62 Replies 44,652 Views

I don't mind Catapults (in the stack) reducing or removing the Defense bonuses that ppl get in a city. (its not like we actually have walls, so having Catapults remove the bonuses would work just as well I think)

60 Replies 148,361 Views

[quote who="CdrRogdan" reply="90" id="3086004"] This just seems to be overly complicating things. The problem is initiative and movement. Movement needs to be restricted to max of 4. Movement enhancing items should be expensive and difficult to manage, as weighing down your units should reduce movement. Being able to close or increase distance is a very huge tactical advantage. But most importantly, if the other side has a group of mounted horse archers, a

218 Replies 399,296 Views

While I do think fatigue may be part of the answer ... I think we should first look at how Initiative is currently handled. (most units with decently high initiative get 2 turns in a row ... what?) -> Soldier A moves twice -> Soldier B moves twice -> Soldier C moves twice -> Soldier D moves twice ->Enemy Monster moves I mean ... shouldn't it be closer to A moves B moves C

218 Replies 399,296 Views

Well, if we already have variant tactical battles, shouldn't it be a simple matter for more than one stack to engage in battle?

60 Replies 148,361 Views

Looking back on it, I think that there are already plenty of counters to kiting, and that maybe the AI just has to lose a tactical battle and then learn from it (ie use archer counters like Casters, Archers, and Cavalry) in future encounters with that Faction. (or at least try to get at least one of these three aspects into play vs said Faction that uses kiting) -> there are ways we can limit the effectiveness of kiting, but ultimately I think we should allow

218 Replies 399,296 Views

In my mind, if you are down to one city, either they can kill you or you still have a chance for victory ... and the AI's job is to tie you down until finishing a more peaceful form of victory

60 Replies 148,361 Views

melee units don't need to be any faster. [e digicons]:S[/e] Also, I haven't tried out ranged myself in the beta, but from what I've heard ranged attacks are anything but OP (its more the high initiative leading to archery silliness). Having armor n shields which specifically blocks ranged damage (but does not do so for melee damage) could help to a degree. Because we have Pierce/Blunt/and Cutt

218 Replies 399,296 Views

I don't see any problem with a turtler being able to survive if they want to (as opposed to quitting)

60 Replies 148,361 Views

(I would give you karma, but I am busy answering a question ;P) Fall From Heaven. Its a mod that Derek Paxton (Kael) made before signing on with Stardock for Fallen Enchantress. (a mod for Civ IV BTS)

5,446 Replies 12,230,831 Views