DarthCycle
Jan 07, 2007, 09:49 PM
I've been playing the 2.1.3 non-warlord version. Great mod, I'm totally hooked, here's some feedback.
Gamespeed is radically slow. However, it does create a completly different feel to the mod. City growth takes a lonnnngggg time as well as cottage growth. This is interesting since it really forces you to adapt your playing style to this specific feature of the mod.
Siege weapons are a little unbalanced in the current format.
1) I don't like the fact that you can kill a unit in a single shot with siege unit, without suffering any damage in return. It makes siege weapon extremely powerfull. In mid-game, a 6-10 stack of trebuchets or cannons can annihilate city defense AND the same amount of defenders in a single turn. That's too powerfull.
I would tone down the effectiveness of siege weapon. It should take 2-3 shots on a unit to destroy it, not just a single shot.
What formula is used for bombardment and why do siege unit resit better to enemy bombardment than regular unit?
For example, in a defending stack with knights, swordsman, maceman, longbowman,trebuchet and cannon, my attacking cannon can destroy all units very quickly (in one shot) except for trebuchet and cannon that requires multiple shots.
Right now, the game becomes a race to build a stack of mixed units (for the cross promotions bonuses it grants you) and lots of siege weapons. You then have a stack of doom that you can use offensively to conquer each enemy city one by one.
2) Siege weapons works against naval unit, is this intended? If so, I don't mind the feature (and it does make sense) however the AI never use this ability against my naval unit. For this reason, it becomes an unfair advantage for the human player. Either make the AI use this feature or disable it.
3) The AI doesn't handle well the "overstacked" penalty promotions (when a square has more than 15 units), especially in matured city. This also becomes an unfair exploit for the human player.
Overall, an excellent mod. I've played at least 100+ hours so far, second only to fall from heaven.
Gamespeed is radically slow. However, it does create a completly different feel to the mod. City growth takes a lonnnngggg time as well as cottage growth. This is interesting since it really forces you to adapt your playing style to this specific feature of the mod.
Siege weapons are a little unbalanced in the current format.
1) I don't like the fact that you can kill a unit in a single shot with siege unit, without suffering any damage in return. It makes siege weapon extremely powerfull. In mid-game, a 6-10 stack of trebuchets or cannons can annihilate city defense AND the same amount of defenders in a single turn. That's too powerfull.
I would tone down the effectiveness of siege weapon. It should take 2-3 shots on a unit to destroy it, not just a single shot.
What formula is used for bombardment and why do siege unit resit better to enemy bombardment than regular unit?
For example, in a defending stack with knights, swordsman, maceman, longbowman,trebuchet and cannon, my attacking cannon can destroy all units very quickly (in one shot) except for trebuchet and cannon that requires multiple shots.
Right now, the game becomes a race to build a stack of mixed units (for the cross promotions bonuses it grants you) and lots of siege weapons. You then have a stack of doom that you can use offensively to conquer each enemy city one by one.
2) Siege weapons works against naval unit, is this intended? If so, I don't mind the feature (and it does make sense) however the AI never use this ability against my naval unit. For this reason, it becomes an unfair advantage for the human player. Either make the AI use this feature or disable it.
3) The AI doesn't handle well the "overstacked" penalty promotions (when a square has more than 15 units), especially in matured city. This also becomes an unfair exploit for the human player.
Overall, an excellent mod. I've played at least 100+ hours so far, second only to fall from heaven.