Gameoption: Ranged Warfare

I don't know, haven't played FF/Rife in ages. I had to rewrite that part anyway since FFH/Wildmana uses a different XP system. You will only get XP for actual damage, if you meant that bug, it is definetly fixed.

Please do not allow XP to be gained for ranged attacks. It encourages micromanagement, and that becomes a boring, but necessary chore.
 
I'd just say disable XP gain from ranged attacks. Archery units could still gain experience from defending cities, attacking weakened foes, or via a barracks (if playing with Passive Training).

The whole risk vs. reward thing. There's no risk in a ranged attack, so no reward (other than the obvious damage inflicted). If you want the XP rewards, you gotta fight with the unit.

Just my two cents.
 
The XP gain will be very low. If you do 10% damage, you have a 10% chance to gain 1 XP. The idea is to allow archer units to grab 1 or 2 promotions that increase range attack. They still gain much more experience by directly attacking/defending.
 
The XP gain will be very low. If you do 10% damage, you have a 10% chance to gain 1 XP. The idea is to allow archer units to grab 1 or 2 promotions that increase range attack. They still gain much more experience by directly attacking/defending.

Again, please, please do not. How low it is doesn't matter. What will happen is as a player you will feel the need to park theirr archers somewhere to lob ranged shots at something like a goblin fort, to get those easy XP. This is one of those things that happened in FF. And a player like myself can't just not do it. If you ever read Soren Johnson's theory on how to design a fun game he wrote about civ IV, you would see that it is imperative you remove as many opportunities for micromanagement as possible. You cannot expect the player to simply ignore the opportunities.
 
you can set the archer to fortify and automating ranged attacks. I don't see how this is micromanagement? :confused:

but yeah, i remember the old FF version. Even though it was a bit annoying to do ranged attacks every turn, the xp gains were so high that it was too hard to resist.
 
I am a big fan of wildmana and ranged combat would be an interesting addition. However, the OOS issues in MP games are a real problem in Orbis (can only play team-based games and those are not as much fun).

Can you put ranged combat and ranged combat XP gain as gameplay options to choose, much like passive training?

Another question, that does not necessarily relate to ranged combat is with respect to Scions. Currently, some things like haunted land interaction does not function the same as in Orbis that leaves Scions weaker than any other civ (in MP games, at least) due to limited city sprawl + city size (prod/commerce). Any plans to get them going?
 
I don't know how often the word Gameoption is used in the title or the first post of this thread but I thought it was enough :p.

Ranged attacks are a base BTS mechanic and they don't cause OOS there ;) I didn't do a 1:1 merge from Orbis or anything.
 
Hello,
will there be this option also for catapults, cannons and big ships like Frigate and Man-O-War?


My proposal:

Catapult - Range 1 - after promotion xy possibly
Cannon - Range 2 - after promotion xy possibly
Frigate - Range 1 - after promotion xy possibly
Man-o-War - Range 2 - after promotion xy possibly


Best regards,

Khazad
 
If Catapults / Siege get ranged attacks, those attacks should also do collateral damage... then the high withdraw chance on them could be removed :)

Careful about the Man-o-Wars though. Yes, I've often wanted something like that, but the Arcane Barge would need to be redone at that point. It's use right now is of a coastal bombardment vessel, if Man-o-Wars can do that as well as have higher strength and cargo capacity...
 
On the Ranged Combat topic, how about adding a new Item to the game? Maybe give it to Gilden, some other hero, or random from a lair.

Effects:

+1 Range
+1 Ranged Attack Strength
+10% Ranged Damage
 
On the Ranged Combat topic, how about adding a new Item to the game? Maybe give it to Gilden, some other hero, or random from a lair.

Effects:

+1 Range
+1 Ranged Attack Strength
+10% Ranged Damage

Sounds rather familiar...

That's right, next version the Muris Clan will not only pollute your lands but lead raiding parties through them. :evil:

Varcaz the Long-Sighted will be a new barb Goblin hero. I've already posted the mechanics in the Ideas thread, but here's a more complete rundown...

Varcaz the Long-Sighted:
  1. 2 :strength:, 5 Defensive :strength:
  2. 1 Poison :strength:
  3. 4 Ranged Attack
  4. 2 Range (One on the unit, one from his weapon)
  5. 75% Ranged Combat Limit
  6. 2 :move:
  7. 20% Withdrawal
  8. Can lead up to 5 units
    • Three of these will spawn with him... A Goblin Rider, a Scorpion Clan Archer, and a melee unit of some kind. Goblin, of course. :lol:
    • Not sure whether or not to name these guys yet...
  9. Passes 15% Withdrawal on to his minions.
  10. Upon defeat, he drops his bow.
    Zarcaz's Bow:
    • +1 Poison :strength:
    • +1 Ranged :strength:
    • +1 Range
 
Oh I'm sorry Valkrionn, I'm not familiar with your work so didn't realize you already had something like that. I hope it didnt seem like I was trying to poach from you!
 
If Catapults / Siege get ranged attacks, those attacks should also do collateral damage... then the high withdraw chance on them could be removed :)

Careful about the Man-o-Wars though. Yes, I've often wanted something like that, but the Arcane Barge would need to be redone at that point. It's use right now is of a coastal bombardment vessel, if Man-o-Wars can do that as well as have higher strength and cargo capacity...

Maybe give the arcane barge channeling 2 instead then? So it's literally a mage on the water?
 
Is it poss to automate the ranged units to fortify after they conduct the ranged attack?, when you have a number of stacks set on your perimter doing ranged attacks its quite cumbersome to fort them all again.
 
the latest hotfix linked in the first post of the download thread already has a fix for that, so fortified units making ranged attacks stay fortified.
 
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