[to_xp]Gekko
QCT junkie
shouldn't the hero promotion give xp up to 101 instead of 100? stopping just 1 xp short of a new level-up seems unfair 

shouldn't the tower of mastery and final altar of the luonnatar be projects?
Stopping just before a level encourages activity as opposed to pacifism.[to_xp]Gekko;8358140 said:shouldn't the hero promotion give xp up to 101 instead of 100? stopping just 1 xp short of a new level-up seems unfair![]()
This should be easy to fix. Just the "cure disease" spell should only target living units, not units with the promotion as currently.
Another solution would be to make diseased corpses(the only undead having this promotion I can think of) immune to the cure disease spell.
It should be very easy to do, and it suprizes me that Kael hasn't done this yet. It is obviously an exploit!
it suprizes me that Kael hasn't done this yet. It is obviously an exploit!
One thing that annoys me about horse archers if how often the AI upgrades them from archers with City Garrison promotions. The unit doesn't get defensive bonuses, so I'm pretty sure that promotion is worthless to them and a waste of xp when that path is followed. It would be nice if the promotion was replaced with a free promotion pick upon upgrading.
I checked this and the City Garrison does help units that don't get defensive bonuses.
Very nice, this opens up a whole new realm of possibilities.
Does this mean, by extension, that Fyrdwell can have limited defense from trees?
They won't get the base +25%/+50% terrain defense from Jungle/Forest/AF, but if you upgrade Scouts promoted with Woodsman I & II to Fyrdwell and they will get the +60% Jungle/Forest/AF defense (+ attack of course) from the promotions. Highly recommended when practical.Does this mean, by extension, that Fyrdwell can have limited defense from trees?
I think that situational modifiers are deducted from the attacker (rather than added to the defender) and this is why they work in unexpected situations. So yes, units that do not gain defensive terrain bonuses will still get the bonus from terrain related promotions.
[to_xp]Gekko;8393433 said:shouldn't barbarian trait leaders have a way of exploring the epic lairs, to get the mana out of them? like broken sepulched, pyre of seraphic... you'll never get the mana if you can't explore them![]()
as a sidenot, horse-archers being as good as ranger or champion is normal it is also a tier III unit !!I wish to adress a point which is not only a problem of balancing between different factions but also narrowing down the decisions one faction can effectively make:
The Horse Bowmen come way too early because the stirrup tech is too cheap. They have
*Base Strength 6
*up to 85% (Hippus 95%) evasion
*Speed 3 (Hippus and Kuriotates: 4)
*the possibility to have marching, as warriors can be promoted to them.
At least the last point ist obviously simple (and logical) to fix. Still I recommend tripling(!) the cost for the tech, as it is a "dead end" tech anyway with no impact on the rest of the tree. Don't only do the math but play it and you will see, that the horse bowmen are at least as good as rangers and champions. I would say the evasion makes them better by a long shot, as the evasion allows them to take otherwise risky battles, so they gain XP insanely fast. Their cheapness forces one to take the Horse Bowmen with about any faction (except Calabim, the vamps still own) and takes quite some flavour from the game.
Please don't cite the fact that AI with Horse Bowmen is not superior to the ones choosing champions as evidence that I am wrong. The AI is simply clouless and exploits neither the evasion nor the mobility of these units to their advantage.
archers are powerful. but not OP IMO. If you have archers, your neighbourg should have hunters (4Speaking of archers, I always thought they were too powerful for when they appear. Once they pop up they basically make any kind of attacking impossible until catapults and bronze axemen show up. Really puts a stalemate hold on any kind of early warfare. They're not even that bad attacking either.
I mean, you have a unit that's strength 5 on defense when everything else is 3 to attack, a city/hill bonus, and a first strike. They don't need all that. They'd be fine with just two of those, or even only one. As of now they're like crossbowmen showing up when everyone's still using champions to attack, except even worse because you don't have magic or siege that early