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  #61  
Old 03-16-2010, 11:26 PM
DarkMaster DarkMaster is offline
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Me too. Even if they fail horribly, it's still gonna look and feel epic.
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  #62  
Old 03-17-2010, 05:11 AM
wills370 wills370 is offline
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Hmm from the trailor you can see calvery on the wall so i think that will be a nice addition to conflict (not entirly sure how they got up there) but watchign a charge down the parapet does sound pretty awsome

with regard to charges there are so many ways to counter and counter again with both pikemen and infantry and calvery that this could be a ever ending discussion. There are even some instances where calvery sent the weaker less protected calvery in first into a charge to break the lines before sending in the heavily armered slightly slower horses after. There by destroying the pikemen as they had already piles of dead infront and around them from all the calvery tripping and destroying there lines. so theres another tactic to use
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  #63  
Old 03-17-2010, 03:18 PM
Negthareas Negthareas is offline
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Quote:
Originally Posted by otomotopia View Post
Absolutely. The flanking manuever was so basic, but the french just didn't expect it and paid for it drastically.

Which reminds me. I cannot wait for massive calvary charges in DoF.
I don't think there was a flanking manuever at Agincourt.
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  #64  
Old 03-17-2010, 03:21 PM
Negthareas Negthareas is offline
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?Yes - I think we have pretty much covered the issue:

With cavalry, we definitely want tumbling except for a few specialized units, maybe like a heavy pikemen, or pikemen if they are in a certain stance.

Catapults with create a tumble, and so would ogres, and treants but besides that, nothing else would.

-except for maybe falling structures [eg - orc gate].
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  #65  
Old 03-17-2010, 03:35 PM
DarkMaster DarkMaster is offline
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Dear Devs,
Please feel free to go overboard with the structure-collapse caused unit tumbling
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  #66  
Old 03-17-2010, 04:36 PM
Negthareas Negthareas is offline
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Yeah - What does the destruction of a buidling do?

Up to now, I have heard that it -

-stops the ability for a building to be used until "rebuilt" [which costs less than building anew since foundation is still intact]
-a building can catch on fire, which will damage it over a length of time

But, when a building collapses, will it damage adjascent units? Are there graphics in place for that? [eg - giant blocks of marble crushing people].

It is a little detail, but it would be nice.

Are bridges indestructible? It would make sense for wooden ones [able to be destroyed over a length of time] but stone ones should be indestructilbe due to the length of time it would take. Ditto for stone walls. [Unless you are dealing with macho big trebuchets or dynamite, or something].
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  #67  
Old 03-17-2010, 04:40 PM
welshie welshie is offline
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Quote:
Originally Posted by DarkMaster View Post
Dear Devs,
Please feel free to go overboard with the structure-collapse caused unit tumbling
yeh but you forget this will effect both sides
Defenders:-
Disadvantages:
1. Walls falling when men are atop means dead mean.
2. Falling buildings on defending retreting troops, makes an awfull mess on the floor.
3. The cost of the buildings everywhere.
4. Blocked off ways meaning fresh troops take longer to get to needed places.

Advantages:-
1. Makes your own buildings target for street warfare.
2. Can cut off direct routs giving you time to set up secondary defences and allowing you to retreat your troops with time to spare.
3. Might give you a good way to re-vamp your castle inners, just get someone to destroy your ugly region
4. Can use destroyed buildings to make choke points to funnel enimies into a heavily defended area, one with towers/walls wheres your ubzor archers are licking their lips.

Attacker:-
Disadvantages:
1. Can make choke points for your self if afray rocks go into unwanted areas.
2. Can make seiges longer, by making so much mess you cannot manover in the rubble laden city.
3. Give the defender another weapon to kill troops with.
4. If the person is a designer something to do after the seige if they are your mortal enimys and care.
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  #68  
Old 03-17-2010, 05:14 PM
Negthareas Negthareas is offline
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Good Points, welshie. I agree with all of them. I do have one further point, however:

-I believe that rubble and collapsed buildings should be traversible by foot units. Definitly not by mounted or siege units. Still, there would be a significant [-75%] speed penalty, and stances should not be able to be used.
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  #69  
Old 03-17-2010, 06:10 PM
Zeluk Zeluk is offline
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I like these ideas, and to add on to them. Say we build like a blacksmith/workshop kind of building one that would provide certain techs or upgrades. Once researched they give us whatever bonus, but when the building itself is destroyed you still have access to the various upgrades, which is the case with most games. So in this game I wonder if it'll be the same.
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  #70  
Old 03-17-2010, 08:20 PM
DarkMaster DarkMaster is offline
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I reckon you should still keep the upgrades, but only for the units/buildings that are already affected.

For example, if you research "reinforced foundations" at a mason's, all your buildings will recieve this upgrade. When the mason is destroyed, your buildings still have the upgrade, but any new buildings will be as though they had never gotten the upgrade. This would simulate the sudden unavailability of specialists to equip these improvements.

Of course, certain upgrades would make sense if they needed an upgrade building to be available 24/7. Take fire arrows. If your chemist is destroyed, your stockpile of the arrows would run out and your archers would be required to use regular arrows instead.
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