I am confused. Is the nomad treaty a thing in ranked nomad or is it only available in custom maps? Was really hoping they implemented it in ranked nomad too.
Tried the map search and it almost crashed my game... Probably won't work too well if you have mods with ~300+ maps combined activated. Otherwise it is really good, as it does not only search for the starting letters/numbers, but you can put any word, so you don't have to worry about the prefix either.Reading the patch notes felt good. Looks like a lot of work was put into it and not at all like the support for the game will become less.
The map search option and the quick tech tree pop-up (which can be especially useful for casters whose computers can't handle Capture Age) are what I like the most when looking at things beside civ balance and stability fixes, and should improve the game quality.
- Ballistics projectiles are now more accurate against high speed targets.
I think I read on reddit that it will actually hit hussars running perpendicular to castles at max range, so that could be quite nice for getting in some more chip damage to units running slightly too close to your castles etc.How significant is this?
Will it stop runner micro? That's one part of micro i really dislike.I think I read on reddit that it will actually hit hussars running perpendicular to castles at max range, so that could be quite nice for getting in some more chip damage to units running slightly too close to your castles etc.
Yeah, is quite frustrating when you about to kill a villager with balistics and guy dodgint it 11. Is kind of double side thing, nice to have more micro, but sometimes it's really frustrating. But is nice question, when was reading patch notes I did let it slip through my attention, now reading it became so curious what exactly was changed about it, so hyped with kotd4 starting and so many changes at same time, lets goooWill it stop runner micro? That's one part of micro i really dislike.
No.Will it stop runner micro? That's one part of micro i really dislike.
IMO it's the worst when there are let's say two armies of 15 ranged unit but one army has single unit on patrol dodging ballistics and after a while the kill count is 15-3. That shouldn't be a thing.Yeah, is quite frustrating when you about to kill a villager with balistics and guy dodgint it 11. Is kind of double side thing, nice to have more micro, but sometimes it's really frustrating. But is nice question, when was reading patch notes I did let it slip through my attention, now reading it became so curious what exactly was changed about it, so hyped with kotd4 starting and so many changes at same time, lets gooo
Fast castle is aaaaaaaaaaaasscheeks on arabia. Men-at-arms into archers totally annihilates drush FC builds. Even just scouts + towers kills it nowadays unless you have a perfect map with a back woodline + back gold.It's ranked nomad too.
In other patch news, Fast Castle builds on Arabia are still alive and well after the sixth (6th!) walling nerf. Clever FC players are making it look like there wasn't a nerf at all by adjusting their build orders, as expected. And the expectation of delaying the Fast Castle early game economy does absolutely nothing, when the point of the Fast Castle build is already delaying the early game economy for a bigger midgame eco boost. Maybe Feudal players should be asking for better tools to counter the Fast Castle strategy instead of more walling nerfs?
I guess not, since that requires you to outmicro balistics anyway. I'm not exactly sure how they implemented it but I don't think projectiles will move faster so it shouldn't be harder than before to outmicro balistics. My guess is that firing units or buildings just have a larger consideration of the speed of the unit on which they fire with balistics.Will it stop runner micro? That's one part of micro i really dislike.
M@A + Archers were killing Drush FC before the walling nerfs, to be fair. Fast Walling into FC is what still works. And Scouts + Towers killing that is fine since Towers + some other Feudal unit has been the counter to early full walls since Voobly, though it's a lot weaker nowadays with the Feudal Tower HP nerf since DE's release.Men-at-arms into archers totally annihilates drush FC builds. Even just scouts + towers kills it nowadays unless you have a perfect map with a back woodline + back gold.
You mean fast feudal with walls and no investment into military instead just getting eco techs and going castle age ASAP? That's not really "fast castle" but I get your point. I feel like double archery range production is rewarding now with these wall nerfs tho. M@a and scouts (and vills) shred through houses, and building full palisades is a bigger hit to your wood eco.M@A + Archers were killing Drush FC before the walling nerfs, to be fair. Fast Walling into FC is what still works. And Scouts + Towers killing that is fine since Towers + some other Feudal unit has been the counter to early full walls since Voobly, though it's a lot weaker nowadays with the Feudal Tower HP nerf since DE's release.
Yeah the only solution to ballistics "dodging" would be to implement homing projectiles ala AoE4 which is a nonstarter for game preservation reasons if it is even feasible technically.I guess not, since that requires you to outmicro balistics anyway. I'm not exactly sure how they implemented it but I don't think projectiles will move faster so it shouldn't be harder than before to outmicro balistics. My guess is that firing units or buildings just have a larger consideration of the speed of the unit on which they fire with balistics.
What I think would be great is if the archer player had some way to micro his archers to "out-micro out-microing" and hit the opponent even if he is trying to dodge. The archer player has currently no options how to fire more accurately if the opponent is dodging.Yeah the only solution to ballistics "dodging" would be to implement homing projectiles ala AoE4 which is a nonstarter for game preservation reasons if it is even feasible technically.
It seems like it would be possible to implement target ground for archers as this capability already exists for other units.What I think would be great is if the archer player had some way to micro his archers to "out-micro out-microing" and hit the opponent even if he is trying to dodge. The archer player has currently no options how to fire more accurately if the opponent is dodging.
However, I have no specific idea how this micro should look like nor do I know if it is even possible with the engine (it probably isn't)
Or preventing them from reloading while moving. They do care about historical accuracy and all that.I think lowering the accuracy for the first arrow shot after walking would be the way to "punish" archer micro if that was somthing they had any interest in.
That would be awful to watchOr preventing them from reloading while moving. They do care about historical accuracy and all that.
One way I could think of that is possible (though I would hate it) is to have an attack ground option on archers like mangonels.What I think would be great is if the archer player had some way to micro his archers to "out-micro out-microing" and hit the opponent even if he is trying to dodge. The archer player has currently no options how to fire more accurately if the opponent is dodging.
However, I have no specific idea how this micro should look like nor do I know if it is even possible with the engine (it probably isn't)
idk it might require players to be more intelligent about positioning and actually use melee infantry at times to screen their archers from cavalry. its not like watching an xbow/arbalest deathball is remotely interesting either.That would be awful to watch
I think then would watch knight deathball everygame insteadidk it might require players to be more intelligent about positioning and actually use melee infantry at times to screen their archers from cavalry. its not like watching an xbow/arbalest deathball is remotely interesting either.