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AuthorTopic : August 2004 - Updates
wildcat
Joined 21/02/2003
Posts : 207

Posted : Sunday, 8 August 2004 - 22:14

Need to adjust the shaded area shown on the flash map for ranged now as well.

Sphendule
Joined 24/06/2004
Posts : 30

Posted : Monday, 9 August 2004 - 08:18

I agree with wildcat. It's a necessity, I believe.

Ultima Bahamut
Joined 1/12/2001
Posts : 1274

Posted : Tuesday, 10 August 2004 - 20:49

yes 10 seems more realistic from here .

Negative Creep
Joined 1/02/2002
Posts : 450

Posted : Wednesday, 11 August 2004 - 19:39

i'd like to see the cats still have the 11 range.
seeing ballistas in towers give them now the 11 range...
cats should be given a chance to hit from the same
distance since no structure gives them any bonus range...
cats are very expensive and take forever to train and move
still. cats should be on equal footing in the range category. just my humble opinion.

gueritol Gold Member
Joined 7/02/2003
Posts : 2470

Posted : Thursday, 12 August 2004 - 11:46

I second NC here.
But the range damage modifier then needs to be adjusted as suggested in a thread, that the max damage that can be asserted is drastically reduced with each hex.

DoRW Empirez
Joined 17/09/2001
Posts : 1521

Posted : Thursday, 12 August 2004 - 12:00

in history, the further your target with a catapult/trebuchet the Less forceful it was hurled, the less damage it would do, in history the further away your target was, the more force required to hurl it that far, the more damage it did.

Just my 2 cents (though also the further away the more likely youll miss completely, mebe a 5% chance each hex away of missing andonly doing 50% damage, so at 11 squares = 55% chance of missing and doing 50% damage, as trebuchet's and cats were horrifically innnacurate, guaged by adding more stones, or moving the weapon back or forth, or propping something so its jacked at a angle, mostly guess work off the last shot. "that one was 20 feet short, add 30 more pounds of stone" youd then have to guess at the stone's weight....

bah enough history =)

Overlord
Joined 8/05/2001
Posts : 241

Posted : Thursday, 12 August 2004 - 13:05

To do with the cats range of 11, I think that 10 might be better. Balista in a tower would have a hex more range, but from a realistic perspective you could definitely shoot a big arrow farther than a boulder IMO. NC, cats DO, I repeat DO, get a range bonus for being in buildings just like all other ranged troops. For that reason I think that it might be better if either they didn't get that bonus or their range be decreased (I prefer the first) because at the moment you can stick a cat in a tower and pound a castle's walls from all the way over in another terrain type territory. Personally I find that a little unbalanced since it makes being defensive in your castle no longer possible. Although they say a good offensive is the best defense, having that kind of wall destruction capability makes offense virtually the only defense. Just my humble opinion. Otherwise, I'm a big fan of the new changes, my hat is off to you Req.

BTW, I also concur with you DoRW on the 'missability' of cats.

cardfan_stl
Joined 25/10/2003
Posts : 573

Posted : Thursday, 12 August 2004 - 14:34

It's techincally true that cats do get the range bonus for being in buildings. But this only applies when they attack troops. If they try to attack a building outside of their normal range (when they are in a tower) they won't be able to.

So, since cats aren't usually used against troops (though they might be great at taking down the enemies' cats when they move in range), for all practical purposes they don't get the same bonus as ballis.

Card

Negative Creep
Joined 1/02/2002
Posts : 450

Posted : Thursday, 12 August 2004 - 18:50

great breakdown dorw. that's a good real life probability thing that would make this experience better. i'm all for those percentages. and yes gueritol, that's what i was talking about when i mentioned no range bonus. never really have thought much about cats for attacking troops. by the time i moved a cat in a tower they'd be much diminished by ballistas in a tower, even if i used that range bonus to attack a troops..but palisade,wall and tower destruction is why they'd be there in the 1st place. and 10 range isn't the worst and that's fine...just thinking a seige without the takeover of palisades,walls, and towers could enable more use of the cats with all the advantages they could gain in movement,damage, and range would be good since they are a devil to get going in force.

Last Edited : Thursday, 12 August 2004 - 18:51

DoRW Empirez
Joined 17/09/2001
Posts : 1521

Posted : Thursday, 12 August 2004 - 20:14

well to be perfectly honest, cats had crappy range, a mere 100 or so yards, your basically bending ap iece of wood acrossed a fulcrum, or counter weighting it with stonesthat you pull a pin and it drops suddenly, the scoop raising rapidly and fireing, but it didnt have that much range, Trebuchet's had the range... they could hit targets 300-500 yards away + cause there using momentum and gravity works WITH the weapon. =P mebe they should be renamed?

Requiem [R]Gold Member
Joined 3/02/2000
Posts : 3851

Posted : Friday, 13 August 2004 - 00:08

although trebuchets had to be built on the spot right? or did they sit on wheels as well?

DoRW Empirez
Joined 17/09/2001
Posts : 1521

Posted : Friday, 13 August 2004 - 01:18

they were mobile
drawn by horse/oxen/manpower
there range was dictated by stones bieng dropped in a counter balance, or removed ,to increase or decrease range of the shot, the further you needed to shoot the more stones youd load the bucket, and als othe mower powerful it would shoot.

Requiem [R]Gold Member
Joined 3/02/2000
Posts : 3851

Posted : Thursday, 19 August 2004 - 01:29

Updated FlashMap to ver.2.48.
New map shows correct range for all troops (including melee), and also allows for Tower range bonus.
New map should also load/generate faster.

It took a couple of uploads to get it working properly (some small bugs), but it should be fine now.

If not, clear your cache, close the map window, and retry.

savetuba
Joined 5/11/2001
Posts : 1313

Posted : Thursday, 19 August 2004 - 02:27

great job req, but a small bug is that the units display the range overlap in the battle report window.

MarkK
Joined 28/02/2004
Posts : 352

Posted : Thursday, 19 August 2004 - 15:21

Very nice, Req (the flash-map ranged shadow).

Last Edited : Saturday, 21 August 2004 - 10:17

Requiem [R]Gold Member
Joined 3/02/2000
Posts : 3851

Posted : Sunday, 22 August 2004 - 03:26

Thanks.

I also just fixed the extra range destroy bug.

Some troops would have +1 range and thus be able to destroy buildings from 2 spaces away (or +1 from ranged).

This has been fixed. Every time a troop moves, the range-bonus from buildings is re-evaluated and updated.

sugarleo Gold Member
Joined 4/05/2002
Posts : 2720

Posted : Sunday, 22 August 2004 - 18:51

Thanks REQ! I'm glad to see the extra range bug is removed now, alittle too late for me in slow 9, had someone abusing it to destroy my defenses.

Requiem [R]Gold Member
Joined 3/02/2000
Posts : 3851

Posted : Sunday, 22 August 2004 - 23:01

Updated Barracks to health of 2600.

Cannot repair buildings that are UnderAttack anymore.
Also, repairing now takes away MovementPoints as well as BattlePoints.

BigAmigo Gold Member
Joined 15/10/2001
Posts : 3310

Posted : Monday, 23 August 2004 - 02:47

I have a question though. Why cna cats get a range mod vs troops bt no buildings? You are saying that they can shoot people at 1300 meters, but not buildings??

It makes more since to me to say no range mod, all range mod, or those big bulky stone shooter cant even get in a tower IMO.

DoRW Empirez
Joined 17/09/2001
Posts : 1521

Posted : Monday, 23 August 2004 - 14:20

well you gotta sk yourself... how he hell you fit a catapult into a tower door =P no less 50 or 60 of em UP onto the tower top

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