Quote:
Huzurdaddi said:
So I have a question for you guys? Is Man dominating? In my test games his AP longbowmen put him at the top of easy expanders. He was very difficult to stop. I was wondering if this trend would continue in this mod.
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I really hope Dominions III allows variable armor-piercing ratings (0-100% in 5% increments at least). If 9ap is much too strong on a longbow, though, I can always increase the price, drop it to 8ap, or (worst case scenario) return the longbow to its original stats, where it can't hurt knights at all. I'll be experimenting with #flail today (the command that makes morningstars ignore shields), and maybe I'll be able to make Blow Pipes (woodsman) ignore shields, since they are short range and highly accurate weapons that you would not aim at a shield. If so, I'll make boulders and ballista bolts ignore shields as well, if they don't already (I'm not sure).
Edit: What do you know, #flail works on projectiles. Watching longbowmen with #flail and 90 ap damage versus indies with 12-defense round shields is pretty funny.