Re: New Expansion (updated 18 Oct)
@Turkish Artillery:
It's a good idea to give them siege engineers and reduce the effect of their UT to +1 range.
@Infantry doing blast damage so they damage multiple walls:
This will most likely become available in the form of a UU. Otherwise all normal infantry would be able to kill units that stand behind walls. And let's be honest: a guy with a sword hacking at a wall should only lead to a blunt sword, not to a broken wall :roll:
@Water walls:
They'll be enabled in the scenario editor, but they won't be constructable in the game. First of all it just doesn't make sense to build towers and walls on water. There's literally not a single example in history where this happened. And I'm afraid to see whole parts of small rivers maps being walled off. Even less action and more walling isn't what we're looking for![Wink :wink: :wink:](/styles/default/xenforo/smilies/emojione/wink.png)
@Controlling allied resigned towns:
This won't be done: who will take control in teamgames? And most important: it is impossible to give a certain player 2 tech trees to play with. The creation of a certain unit is bounded to a player, not to a building. So if an Aztec player inherits all the stables of his Hunnic ally, he won't be able to do anything with them.
@Hungary monastry techs:
The key is that they won't be a good monk civ, what techs exactly isn't decided, but redemption they'll miss for sure.
@When you'll be ready:
I'll be ready when it's done. (aka, when it's at least better than the conquerors)
@Bloodlines:
I agree that they're quite a weird tech. On what solutions exactly, I'm not sure. +10 for kts and +20 for all the rest seems like the best suggestion so far. It would also fix Frankish kts but on the other hand it should not weaken knights too much compared to cav archers.
Then again, I'm not sure if the tech should be changed in the first place.
@Redemption:
Won't be changed. The tech is fine (and expensive) as it is.
@Bombard Tower & Crop Rotation:
Won't be changed.
@Mangudai:
Will be nerfed, not sure how though. They will keep their siege bonus, but maybe by a smaller margin.
@Viking Halbs:
I'm no fan of this. They would go from one of the weakest to one of the strongest halbs in the entire game. Combine this with their super economy and things might get ugly. Atm I'm experimenting with a UT that boosts berserk attack vs cavalry.
@Towers:
They will most likely get a boost through a new tech. Like more arrows for example. I oppose free upgrades because they're already very strong in feudal age and we have to keep Koreans in mind. I don't want to give Koreans a highway to "safe boom heaven".
@Tarkans:
Will be boosted one way or another. Just haven't put thought in exactly how.
@Skirmishers:
I will experiment with a small bonus against mounted archers. With the new elephant archer coming up, skirmishers will need some new powers anyways :lol:
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About progress I'm making:
@Turkish Artillery:
It's a good idea to give them siege engineers and reduce the effect of their UT to +1 range.
@Infantry doing blast damage so they damage multiple walls:
This will most likely become available in the form of a UU. Otherwise all normal infantry would be able to kill units that stand behind walls. And let's be honest: a guy with a sword hacking at a wall should only lead to a blunt sword, not to a broken wall :roll:
@Water walls:
They'll be enabled in the scenario editor, but they won't be constructable in the game. First of all it just doesn't make sense to build towers and walls on water. There's literally not a single example in history where this happened. And I'm afraid to see whole parts of small rivers maps being walled off. Even less action and more walling isn't what we're looking for
![Wink :wink: :wink:](/styles/default/xenforo/smilies/emojione/wink.png)
@Controlling allied resigned towns:
This won't be done: who will take control in teamgames? And most important: it is impossible to give a certain player 2 tech trees to play with. The creation of a certain unit is bounded to a player, not to a building. So if an Aztec player inherits all the stables of his Hunnic ally, he won't be able to do anything with them.
@Hungary monastry techs:
The key is that they won't be a good monk civ, what techs exactly isn't decided, but redemption they'll miss for sure.
@When you'll be ready:
I'll be ready when it's done. (aka, when it's at least better than the conquerors)
@Bloodlines:
I agree that they're quite a weird tech. On what solutions exactly, I'm not sure. +10 for kts and +20 for all the rest seems like the best suggestion so far. It would also fix Frankish kts but on the other hand it should not weaken knights too much compared to cav archers.
Then again, I'm not sure if the tech should be changed in the first place.
@Redemption:
Won't be changed. The tech is fine (and expensive) as it is.
@Bombard Tower & Crop Rotation:
Won't be changed.
@Mangudai:
Will be nerfed, not sure how though. They will keep their siege bonus, but maybe by a smaller margin.
@Viking Halbs:
I'm no fan of this. They would go from one of the weakest to one of the strongest halbs in the entire game. Combine this with their super economy and things might get ugly. Atm I'm experimenting with a UT that boosts berserk attack vs cavalry.
@Towers:
They will most likely get a boost through a new tech. Like more arrows for example. I oppose free upgrades because they're already very strong in feudal age and we have to keep Koreans in mind. I don't want to give Koreans a highway to "safe boom heaven".
@Tarkans:
Will be boosted one way or another. Just haven't put thought in exactly how.
@Skirmishers:
I will experiment with a small bonus against mounted archers. With the new elephant archer coming up, skirmishers will need some new powers anyways :lol:
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About progress I'm making:
- After extensive research, the random civ button seems very likely. Or at least, possible to create.
- Thanks to a very smart guy, built in widescreen support also seems to become an option.
- I'm experimenting with new UTs for more civs. Some civs have really cool new features. Both historically accurate and they open a whole new can of castle/imperial combinations.
- Adding new stuff to the tech trees is still a total bitch. If anyone would have more information on this, feel free to drop me a line.
- Italians are very fun to play and the female voices sound really cute :lol: