So, uh, she declared war on me. No biggie. Until a couple dozen Nyxkin and two dozen assassins start running around. The assassins arent TOO Bad, they take out some wizards but I wipe them out in two turns.
The nyxkin... these things are what, base 8 strength 3 movement. And they're all massively upgraded. Like combat II-IV (it varied), almost all with Flanking III, march, and commando. Some with Mobility I and II.
A Nyxkin with March, Flanking III, Commando, and Mobility II can move 5 *while using my roads*, has withdrawal 90% (why its 90% and not 85% I dunno since 35 +20+20+10 is 85), and then heals on the move after withdrawing over and over and over from my attacks. That's ignoring the Combat III or IV 'cause, really, that's immaterial.
It's like trying to dam up a river with my hands. I can butcher them down to almost dead trivially but actually finishing them off is virtually impossible, and movement 5 on my roads means they can appear almost anywhere. I can keep my cities all massively garrisoned, but they are wiping up my improvements. So now I dont have any roads and my movement 1 Firebows are chasing movement 3-5 Nyxkins ;x
Ugh. Either Amurites are not nearly as powerful as the civs I've been playing, I don't know how to play as the Amurites, or the difficulty increase from Emperor-->Immortal is immense. It's insane watching these freaking nyxkin run around like they own the place and then not be able to kill them despite hurling fireballs, maelstroms, summoned Djinns (at strength 12), and so forth left and right.
I think I have fixed it.
Withdrawing unit will now get 'winded' promotion which grants -100 withdrawal rate and 100% expire chance
So, it is best to attack a mounted unit with a strong counter (i.e. pikeman) and then chase and kill it with another mounted, as it won't be able to flee for the rest of the turn.
While at that I have fixed xp granting so it will now work exactly the same on withdrawal on attack and on defense (was granted only on attack)
Hope you like the changes![]()
If needed, it can be adjusted to add the promotion on withdrawal on defense (or on attack) only.
At lastWithdrawing unit will now get 'winded' promotion which grants -100 withdrawal rate and 100% expire chance
Awesome. This will be in the next version of Orbis?
Hope you like the changes![]()
If needed, it can be adjusted to add the promotion on withdrawal on defense (or on attack) only.
I don't see why that would be necessary if the penalty only applies after withdrawing. If the blitzing unit wins, it should be free to attack again with its normal withdrawal chance. If it loses and withdraws, it shouldn't be able to further weaken the stack with impunity.I think this is great... however, I would like it on defense only if possible because this would effect multiple attacks for the blitz promotion or Orthos Axe. Or just make blitz and orthos's Axe make the unit immune to the winded promotion.
it shouldn't be able to further weaken the stack with impunity.
A mostly healthy stack of cavalry should be able to route armies, not a handful of half-dead horsemen who had just retreated that turn.Thats the purpose of calvary - to route armies, ... it would only apply to very, very few units in the game anyways and doesn't wipe out the purpose of those promotions.