Valkrionn
The Hamster King
It's a soft cap. As your unit becomes stronger, you get less experience from weaker units... Since by that point most barbs are weak, you don't get much from them.
It's a soft cap. As your unit becomes stronger, you get less experience from weaker units... Since by that point most barbs are weak, you don't get much from them.
Archers aren't an auto win button. All they can do is injure the enemy. I think only Golden and Flurries have a high enough damage cap to kill with a ranged attack. You could make the argument that an injured enemy is easy to kill, and that's certainly true. But Ring of Flame, and Tsunami are far more effective ways of weakening the enemy. Archer bombardments pale in comparison to that.
Ljosalfar archers are a little stronger than other races', that's all. The archer issue is a problem for everyone. And with the Austrin Windstones, Scion Blackblood Arrows, and Mechanos Corned powder gunners, I'd be hesitant to call ljosalfar best at ranged attacks.
That seems like it would be rather annoying micromanagement. And didn't archers usually make their own arrows from branches and such if they ran out?
Personally, My solution to this whole issue, would be to reduce the defensive strength of archers to the same as warriors (3), and remove their hill/city defence bonus, but increase the defence bonus of the Wall Defender promotion to 50% to represent them pelting the helpless enemy as they clmb siege ladders. I've always found it silly that archers get a bonus in defending a city with no walls
Then make ranged attacks FAR more powerful, and remove the damage cap. Essentially, forcing archers to rely on their ranged attacks, and be poor in direct combat. I'd also give them a reduced chance to defend the stack.
going on how real warfare works here. Archers don't stand and take the brunt of te attack. They pelt the enemy from a distance. When the enemy gets in close, it's your swords/axes/spearmen that do the fighting, and act as a meat shield. The way civ does things in this regard has always irked me. This approach would force a balance of ranged and melee troops to defend a city.]
But that is a rather deep and fundamental change. Perhaps I'll try it in a module sometime
What WK said: on an open plain, with a bunch of axemen or even warriors rushing archers, where do archers get their big advantage from? Sure, they can launch a volley or two, but that's what first strikes are for. Make archers 3/3, 3/5 just doesn't make sense.
Also the drop in city-defensive strength from losing 2 points of raw strength would be fairly massive and bring them back to the "less than useful" category, which I'd like to avoid.
I'd be tempted to go 3/4 - keeps them as a defensive unit on par with Axemen in the open, but not intrinsically better. Also the drop in city-defensive strength from losing 2 points of raw strength would be fairly massive and bring them back to the "less than useful" category, which I'd like to avoid.
I actually think the main reason that we're seeing problems with Archers is that the AI is very keen to use them now and it works very well. The downside is that it really is slowing down or even preventing early game warfare rather than making it competitive.