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-   -   Unit matchups (http://forum.shrapnelgames.com/showthread.php?t=17600)

February 1st, 2004 10:50 AM

Re: Unit matchups
 
I believe I have seen a Herald Lance repel undead with an effect. Maybe only certain 'on hit' parameters and not base damage parameters. Does it also account for damage type, or is that what you were saying? Could test it with a Lightning Spear and try to repel someone who is and who isn't shock resistant to see.

[ February 01, 2004, 08:51: Message edited by: Zen ]

moro February 1st, 2004 05:59 PM

Re: Unit matchups
 
Thanks for all the responses. http://forum.shrapnelgames.com/images/icons/icon7.gif

How are you all seeing the effects of a repel, btw? Even if I were to set up a test battle, I'm not sure I'd know when one unit attacked the other.

olaf73 February 3rd, 2004 01:44 AM

Re: Unit matchups
 
Quote:

Originally posted by moro:
Thanks for all the responses. http://forum.shrapnelgames.com/images/icons/icon7.gif

How are you all seeing the effects of a repel, btw? Even if I were to set up a test battle, I'm not sure I'd know when one unit attacked the other.

<font size="2" face="sans-serif, arial, verdana">I have this problem too. There just isnt enough feedback when watching replays to tell exactly what is going on. Who is attacking who, etc.

olaf

February 3rd, 2004 02:16 AM

Re: Unit matchups
 
Well it's fairly simple to tell whose turn it is. Most of the time each players 'turn' is started movement of troops (or arrowfire).

If you watch a battle and someone advances (or their sprite changes to the 'attack' sprite) it's their turn. How you tell if repel works, is by checking the hit points of the units in the front line before they attack then after they attack. The ones who have been damaged have been repelled (unless there is an effect, like Fire Shield, etc on them).

While incredibly cumbersome with the current battle playback system (no VCR controls) it's possible to test repels and other things by staging battles if you have alot of paitence. Or alternatively if you arn't looking for something new, try the combat simulator.

PvK February 3rd, 2004 03:42 AM

Re: Unit matchups
 
Other advantages of pikes over heavy cavalry in dominions besides reach are their cheapness per unit, and small size per unit which enables a group of them to bring more weapons onto the same space on the battlefield, which is more attacks and cumulative defense penalties for multiple attacks.

PvK

General Tacticus February 4th, 2004 02:49 AM

Re: Unit matchups
 
When you have infantry facing heavy cavalry, repelling is a real advantage, since heavy cavalry usually have the attack and damage rating to overcome defense and protection. Any longer weapon will do, but with pike you are sure to get it, while spear is not certain (some heavy infantry carry spear, and spear won't block the lance attack), and anything shorter won't work.

But the best way to protect your heavy infantry from the enemy's cavalry lance attack is to have a rank of slaves/hoburg militia/slinger/ woodsman blowpipe in front. Works like a charm http://forum.shrapnelgames.com/images/icons/icon7.gif


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