Mirc
Not mIRC!!!
OK, Vertronix!
I don't know how AC worked but a method where you have a certain number of points to add for each modifier could be good.Exel said:...or the Alpha Centuari unit designer that really allowed you to customize your unit the way you saw fit.
The pedia said something about a "rock/paper/scissors" method.gradenko_2000 said:Pikemen stop the horses, horses stop the archers, archers stop the macemen, macemen stop the pikemen.
On a Saterday Night Live there was a skit where a ninja team kept losing.Venger said:like a KungFu movie where the hero fights the enemy one at a time
Charles 22 said:I'm not so sure about that, afterall consider the case of the pikeman. I've seen them do numbers on horse units, even in attack! There's no way a man with a heavy, long pole gores a horse out in the open. Maybe the horse-riders are laughing so much at the thought of charging pikemen that they get forget to dodge them. Sure, we knew the pikemen were good against horses due to the bonus, the only problem is that it shouldn't apply to pikemen on the attack.
Your not thinking properly... just cause it shows one or 3 units on screen depending on your settings, doesn't necessarily mean that's what it is... In general, I'm sure all units represents battalions, platoons, divisions, squads, etc... you get the idea. If you think back to medieval combat, pikemen were used in formations to defend against cavalry attacks. Haven't u ever seen Braveheart??? I understand your gripe about them actually attacking horse units as these units were used primarily for defense, but the bottom line is you need to have some balance in your attacking groups in order to be successful.Charles 22 said:I'm not so sure about that, afterall consider the case of the pikeman. I've seen them do numbers on horse units, even in attack! There's no way a man with a heavy, long pole gores a horse out in the open. Maybe the horse-riders are laughing so much at the thought of charging pikemen that they get forget to dodge them. Sure, we knew the pikemen were good against horses due to the bonus, the only problem is that it shouldn't apply to pikemen on the attack.
Venger said:There is something to be said for initiative on the attack. Defenders already get bonuses for terrain, fortifying, etc., that simply giving a power rating means you get issues like the rampaging Pikemen, rushing across the field to attack the Knights, where Pikemen were effective in prepared position to absorb a Frankish charge or the such. I think the A/D for armor on armor worked - okay. The key is to find balance. Nobody should be able to really guarantee victory between units like tanks, but the attacker should have an advantage when using a weapon that is, frankly, designed to attack - tanks are not great defensive machines. They attract fire like moths to a flame...
Venger
Stack attack is useless - doesn't change a thing, other than the AI now decides which unit in your stack has the best odds, and plays for instance your Knights:The Gathering card against the enemies Mew Toookemon card...
Did you ever think it was a bit lame that a tank was guaranteed to kill another tank JUST because it was the one who attacks first (AS:10/(AS:10+DS:3)=77% chance of tank A killing tank
It's trying to use knights to defend anything. Knights are purely offensive units (and thsi is represented in the game by their inability to benefit from defensive bonuses);
zagaz said:Someone mentioned that they did not like seeing the score, above the minimap one of the little icons will turn that off if you would rather not see that.
Stacks do not force multiply for attackers.
Look at it this way. If you send two swordsmen to face two swordsen, that looks like an even battle, right? Well what if you sent 20? That looks unfair. But the outcome would STILL be the same, because the odds are never 20-2, they are always 1v1 because combat is ALWAYS 1 v 1, attacker versus best defender, like a KungFu movie where the hero fights the enemy one at a time...