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Trujillo posted:Yep, something else about sieges that everyone might not know is that there's a decent sized area in front of the gate where the towers don't hit. If you hold the mouse over the tower you can see their range. So one thing you can do is rush your whole army up to that area and break down the gate. After the gate is down they'll usually vacate the walls if a fight hasn't started on them, then you can send some infantry up ladders while your heaviest units go through the gate. As long as they don't have a huge amount of missile units you'll usually take a lot less casualties than if you sit under tower fire. Also you can outshoot them off the walls especially if you have fliers to pick off their ranged.
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# ¿ Mar 1, 2017 22:37 |
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# ¿ May 14, 2024 16:02 |
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SurreptitiousMuffin posted:So, how are people actually using peasants? I found their low speed a liability, and tend not to use any except mounted Yeomen. You'll end up with less stacks running around, but those stacks hit much harder than regular stacks, and they're fast as hell. Because peasants run so far behind, it ends up splitting your army in half in battle, and they're less useful on the campaign map to boot. How do you siege?
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# ¿ Mar 1, 2017 23:13 |
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vintagepurple posted:Here's an early-morning thought, it'd be cool to see Battle Standard Bearers implemented somehow, and it would make the lamer melee heroes like Captains more versatile on the battlefield. In the game every army could take exactly one hero carrying the army's standard. The banner had a leadership-buffing aura and each faction had a selection of magic banners, some of which had pretty beastly effects. Let them serve to spread out a banner's effect among multiple units, that might be awesome.
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# ¿ Mar 6, 2017 15:17 |
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Fangz posted:In the end it's not really possible in general to make AI that is 'harder' in a strategy game in a fair and fun way. Humans have an intrinsic advantage over AI opponents in a number of ways - for example, humans can choose to backstab an AI opponent regardless of their relationship level, and know exactly how much their actions are riling up their enemies and increasing their chances of turning on them. In buffing the AI you also have to buff them to create still a stalemate at the higher difficulty. More aggressive AI would probably mean that by the time you get to parts of the map you'll reliably find it has all consolidated into a single boring block. Instead of producing an interesting dynamic situation for you to interfere in. Honestly I'd kind of appreciate it if they increased AI income, upkeep costs, and aggressiveness. That way you get more fights and you need to win your victories better because the enemy is coming back with a stack sooner, but you can use the same mechanics, don't just get buried, and still gain some ground when you win.
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# ¿ Mar 9, 2017 16:32 |