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Thread: Brainstorming: Inconsistencies in the unit file

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  1. #16
    Member Member sunsmountain's Avatar
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    Default Re: Brainstorming: Fixes for inconsistencies in the unit file

    The Armour value may not just be the physical armour but also the ability to dodge (think D&D and the dexterity bouse to AC.. )
    This is no abstraction, this is actual gameplay: Attacks from all sides have to roll against armour to score a hit (and most units 1 hitpoint means wounded/dead)

    I would advise people worrying about pharaoh guards having too small shields to cover their genitalia, to create some new textures and reskin these models. I'm happy with what CA did, and applaud their choices as far as game balance is concerned. What worries me is the AI, but that's not the subject.

    There may be inconsistencies in the unit file, but not for me. (exception: bugs, see bug-fixer)

    Although one possbile problem for higher costs of cavalry would be higher deficit for Parthia. They already have hard start, and more upkeep for thier cavalry could put them down for good.
    Which is why i advise against modifying the upkeep costs at all. Play on normal, and cavalry are not as good as you think they are. On higher difficulties the attack value is increased by +4/+7 for Hard/Very Hard, both for the AI and the player. Attack value is crucial for cavalry, who need to score many hits fast (and they are faster because of the charge and their speed), which means cavalry is overpowered in Rome:TW on Hard and Very Hard, but not on Normal. They're even a little weak on Easy.

    Last edited by sunsmountain; 05-03-2005 at 10:25.
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