Questdog
Prince
You didn't mention that they are completely vulnerable to being rammed by any naval unit. That makes them as vulnerable as workers.
They used to be, but in the last build (17) my ships were not allowed to run over the units.....
You didn't mention that they are completely vulnerable to being rammed by any naval unit. That makes them as vulnerable as workers.
They used to be, but in the last build (17) my ships were not allowed to run over the units.....
That's not listed under b17 (or any other) changes.
@Txurce
I want to give paratroopers a role, but haven't quite figured out what that should be. Lately I've been thinking of a Lancer-like role focusing on offensive/defensive support with flanking and vulnerable units. The main problem is I suspect the AI doesn't know how to paradrop... at least I haven't had a game where the AI does so.
@Mentos
I feel barbarians who appear on a small island need a way to get off it and cause some damage. It fits with the general theme of terrain-specific promotions for barbs... coastal tribes would likely have boating expertise. I didn't want to give them a normal embarkation promotion because the AI is incredibly dumb at assessing threats towards embarked units. Defensive embarkation seems to make sense for this situation.
Small Question, don't know if it has been adressed in here already, if so sorry ;-) Are there any plans on the nuke issue? They do seem very powerful and there's no Defense against them, I quit some games because nukes destroy half my army before I can even react...
That sounds reasonable, completely disabling them would probably not be fun, but the damage needs to be diminishable. On the same topic is the United Nations then... but well, good things come with time.
@truetom Ruins don't appear if you start in later eras, that might be an explanation (and btw. that should be changed too, Ruins make way more sense there than in the Ancien Era, but maybe with diminished returns...)
Ruins don't appear if you start in later eras, that might be an explanation (and btw. that should be changed too, Ruins make way more sense there than in the Ancien Era, but maybe with diminished returns...)

I got my Scout to an Archer. It kept his all-terrain ability, but only two moves, not three that he had as a Mongol Scout. Shouldn't he retain 3 moves, if he retained all-terrain ability. Seems half made to me now. 

Especially from the Leader Trait. And: Mongols were darn good scouts - or so Conn Iggulden tells us. 
While I enjoy most of the combat changes, I do question whether it makes sense to have anti-aircraft guns that deliver as much punishment as they take from my attacking tanks thanks to the Survivability line.
I think of anti-air as highly specialized units whose best defense is being behind standard combat units. Much like cavalary units can decimate siege weapons that are not zealously protected by defensive units, I should think armored cav should be able to do much the same to ack-ack guns.
Maybe I'm just finding the entire Survivability line to be too overpowered. Why bother with armor and infantry when highly specialized units like anti-air and paratroopers are so much tougher, even if only on the defense?