Major battles

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Major battles

Postby Itangast » Mon Jul 12, 2010 1:40 pm

I have had som really large battles lately...

This is starting to be really fun btw :)

Picture says it all... I am the defending side.
Catapults are slow and not used much.... I suggest the following changes:

- BatteringRam - Move 16 // STR 1 // 1T // Lower citywall by: 1,
- Catapults - Move 10 // STR 3 // 2T // Lower citywall by: 2,


As 3 level defense is very strong I suggest slightly higher cost:
6-7 2 300
8 3 500

Btw - upkeep /income is buggy, I have like 200 more in upkeep compared to income and I still gain gold.
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Re: Major battles

Postby SnotlinG » Mon Jul 12, 2010 1:56 pm

Which game is it?
I´ll check the income/upkeep thing...
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Re: Major battles

Postby Itangast » Mon Jul 12, 2010 2:07 pm

Game: Retribution

If it took like a few days to fix, I could live with that.... :twisted:
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Re: Major battles

Postby SnotlinG » Mon Jul 12, 2010 2:19 pm

It looks correct, are you sure it is not working?
Could you please let me know treasury / income / upkeep directly after you start next turn?
I see you currently have: 7244 696 790
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Re: Major battles

Postby Itangast » Mon Jul 12, 2010 2:28 pm

Turn 41: 7861 696 878
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Re: Major battles

Postby KGB » Mon Jul 12, 2010 2:41 pm

Itangast,

Sweet looking battle!

Did you survive?

I agree that the Catapult should move 10 instead of 8. Battering Ram at 14 moves seems fine to me. That's as fast or faster than all the non-cavalry units.

But I don't agree that the Ram should be 1 turn and the Catapult 2 turns. That's just a bit too easy to make them.

KGB
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Re: Major battles

Postby SnotlinG » Mon Jul 12, 2010 2:50 pm

Ahh thanks, found the bug :-)
You didnt pay any upkeep for units in defend position, or part of a group. (Even though the client showed the upkeep cost correctly).
Its been fixed now, next turn will be more expensive for you ;-)
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Re: Major battles

Postby Itangast » Mon Jul 12, 2010 3:06 pm

thanks.

...a good incentive for me to start killing armies... hehe
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Re: Major battles

Postby Itangast » Mon Jul 12, 2010 6:50 pm

I won the battle...

Took my Command +4 hero out and eliminated 5 stacks, then he retreated.


Perhaps something that would help large sieges could be something like this:

- A player may set a stack in "defend" -state in non-city terrain. This will result in a tower graphic.
A stack in defend state (not in a city) would give + 1 STR, but will receive -5 movement penalty next turn

What do you think about this? I know the tower/defend in open terrain existed in earlier Warlords games.
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Re: Major battles

Postby KGB » Mon Jul 12, 2010 7:41 pm

Itangast,

Itangast wrote:Perhaps something that would help large sieges could be something like this:

- A player may set a stack in "defend" -state in non-city terrain. This will result in a tower graphic.
A stack in defend state (not in a city) would give + 1 STR, but will receive -5 movement penalty next turn

What do you think about this? I know the tower/defend in open terrain existed in earlier Warlords games.


That option is supposed to already be in the game now since as you noted, it existed in Warlord 2 (Warlords 1 had actual towers and Warlords 3/4 don't have this feature).

When you set a stack to 'defend' on your *next* turn it gets the +1 defense bonus, not on the current turn (ie you have to wait till all opponents go until you get the +1 bonus). Not sure if a siege unit negates this defend bonus.

Unfortunately you don't get the tower graphic.

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