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Old January 19th, 2009, 03:11 PM
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Default Re: Crossbows vs. Longbows

Quote:
Originally Posted by Sombre View Post
Actually giving maces dmg 7 and AP might work to an extent. They'd be like the melee versons of crossbows - less good vs light prot guys, better against high prot guys. The fact they have worse att and def makes sense, since they are deployed against high prot encumbered guys, or heavy cav (who have good def but who shouldn't be taken out by mace armed foot troops anyway, really).
What do you mean by "dmg 7"? Damage 7, no-str or the sum of strength and weapon damage being 7? I've changed hammers, but not maces/clubs, to be dmg -4 and armor-piercing. Details below.

Maces are mostly used by the monkeys of all castes: Atavi, Vanara, Bandar, Kala-Mukha and leaders. Villains and Burgmeister Guards also use maces. They are pretty rare, but armor-piercing doesn't work with these units. Increased damage would be all right, I think.


Since the discussion changed into weapon balance, would you guys be interested in testing out this little mod I've been making? See attachment.

It started out as giving all magical spears #lance bonus, but I've been slowly adding into it and now it changes most mundane weapons. Most of it doesn't really make a difference, but Hammers (but not maces or clubs) are armor-piercing. They are used by VERY few units, which include few nationals (MA Ulm), Claymen and... Siege Golems! Haven't changed the golems yet, don't know if I should...

Other notable changes: +1 att to most spears, mauls, glaives, mauls and such have higher damage, many weapons cost less resources, axes got more precise.
Attached Files
File Type: txt charge.txt (4.6 KB, 211 views)
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