Quote Originally Posted by Ibrahim View Post
1-why not add 2 hp for the mount, and give the rider 1 HP? as the horses are driven, not ridden, the game can treat it as a separate entity. unless the 2 HP already refer to the horse and man put together?
2-makes sense to me. and I like the restating.
3-Elephants: I don't know what to say about this-mostly because I don't know too much about elephants.
How would 1 hp man, 2hp mount work, would it mean more difficulty for the game engine? (ie. more lag)
Also, if either the man dies or the horse dies, the entire unit dies right?

I'm thinking of changing around morale and armor values for elephants. It's kinda weird that in the unit cards, armored elephants and non-armored elephants have the same exact armor value.


Quote Originally Posted by Ibrahim View Post
4-now for the hoppers: I'm not in favor of the short_pike attribute whatsoever; while it does solve the problem or lacking cohesion, I think it kinda ***** up stats to an extant. I think we can change the radius of the combat unit instead, from 0.4 (the default), to 0.1-0.25, while maintaining the formation spacings. the result should be a cohesive unit, without playing with the stats (unless, out of safety, you may reduce the attack -1 or -2).
that's the theory anyways; it worked in N2TW. now to actually apply it to EB.
Would changing the radius of the combat unit stop them from dispersing/spreading out as soon as they engage an enemy?