|
Post by Tony on Jul 29, 2006 12:05:17 GMT -5
Russia in a ren game is kinda lame IMO, seing off a russia attack MIGHT be do-able, but you have no hope attacking russia. No matter what you put on his land the losses will be like 70-30.
|
|
|
Post by MookieNJ on Jul 29, 2006 12:12:54 GMT -5
Mookie, what is the current strategy ?? build a lot of knights, upgrade to cavs... boring too ;D Personally I hate turning off tech for 10 turns to upgrade all the Knights to Cavs. If I have that much power I'd much rather try to mount an attack with Knights and kill someone before we even get to Mil Trad!
|
|
|
Post by lorddragon on Jul 30, 2006 1:36:49 GMT -5
I just find it odd that they boosted the chariots without considering the impact it would have on war chariots and immortals. Both of those were already considered among the best UU, now that they have +100% to axes they are freaking insane, lol.
|
|
|
Post by notagoodname on Jul 30, 2006 2:35:59 GMT -5
Yeah immortals are now great with the bonus vs axemen, defend with them in a cultured city and they even hurt spearmen. In fact everything about Cyrus is now geared towards a powerful ancient/classical game.
Immortals can expand out and defend newly built cities, imperial trait spams settlers and charismatic allows your cities to grow that little bit extra as well as giving you triple promotions with great general training.
A nice turn around to go from one of the worst to one of the best.
|
|
|
Post by lorddragon on Jul 31, 2006 18:23:03 GMT -5
Personally both the immortal and the war chariot are a bit overpowered now. They were already really good, now they are nuts, lol.
I am also running a few tests on catapults now, to see how they have changed, will let you know when I have something solid. I do know they won't hurt units that are around 50% or so life, but I forget if they did that before or not.
|
|
|
Post by rupman on Aug 1, 2006 10:58:37 GMT -5
Persia was always a decent anc civ before. I loved them in anc teamers. Now they are sick. Egypt with Ramesses is great too.
As to cats, they should hurt you past 50%. Last time I checked getting hit with a huge rock hurts like hell and will likely kill you if it hits you in a few places. I still think cats should be more like they were in civ 3. At least you should be able to bombard a stack with out losing most of your cats. They are a range unit and can attack from a decent distance away. If you have a line of infantry troops in front of the artillery units no one is gonna hit the artillery unless they also have it.
What about Seige Towers and Battering Rams, these were both Seige Weapons that were used on a large scale for thousands of years. I think Cats, Trebs, Towers and Rams should be units that you can attach to other units that will allow you to bomard units and city defenses and increase odds against attacking a city.
I also think the bonus given by walls and castle shouldn't simply be reduced by hitting it with a few cats. If you want to reduce the the defense they give you should have to breach the walls or knock them down. Most Castle walls by the High Middle Ages were 20-25 feet thick. You could hit those things with cats and trebs all day and it would barely make a dent.
|
|
|
Post by MMV on Aug 1, 2006 12:12:12 GMT -5
What about Seige Towers and Battering Rams, these were both Seige Weapons that were used on a large scale for thousands of years. I think Cats, Trebs, Towers and Rams should be units that you can attach to other units that will allow you to bomard units and city defenses and increase odds against attacking a city that's how I've always "pictured" promoted cats - after the basic cat, promotions turn it into something more than the "rock toss." I know people talk about how overpowering they are, but in fact, a large heavy, fiery/burning, explosive object launched from a few hundred meters away (what I picture as the city collateral damage promoted cat) WAS devastating. (note: the BEST and most accurate "visualisation" of catapult battles were the ones in the recent movie "Kingdom of Heaven") I think they should rename "cat" as it gets promoted to more specific units (cat, trebuchet, seige tower, etc) - as well as maybe a graphics change. I also believe their high-defense factor is "undefined" and best described as you put it - they are not front line units and attack from longer distances - as you put it a "range unit" and would be harder to get to (in reality). The only effective means to fight this "over-powered" unit should be with another cat; equal cat vs. cat should be a basic 1v1 combat odds.
|
|
|
Post by churchill1 on Aug 1, 2006 12:32:20 GMT -5
I do know they won't hurt units that are around 50% or so life, but I forget if they did that before or not. If you mean they don't deal out collateral damage to units below 50 hp (or will only hurt them til they are at 50hp), they did do that before.
|
|
|
Post by rupman on Aug 1, 2006 13:37:45 GMT -5
Great Movie btw, but if you remember it took days of fighting and they had seige towers and battering rams as well as cats and trebuchets.
|
|
|
Post by Ellestar on Aug 2, 2006 1:05:22 GMT -5
Personally both the immortal and the war chariot are a bit overpowered now. They were already really good, now they are nuts, lol. I am also running a few tests on catapults now, to see how they have changed, will let you know when I have something solid. I do know they won't hurt units that are around 50% or so life, but I forget if they did that before or not. For catapults limit was always 50% (40% cannons, 30% artillery).
|
|
|
Post by Atomation on Aug 3, 2006 4:28:48 GMT -5
I have to say I very disappointed that no thought went into balancing ren era at all. It had to have come up at least a little. Now, with stables, even rifles are not good counters for cavs - sad? They mostly just come up dead even, and if you try pushing then cavalry easily destroy any stack due to horrible mobility of rifles. Rifles need to be much better tanks - why are they so flimsy? How about 50% vs mounted innate, at least?
|
|
|
Post by notagoodname on Aug 3, 2006 7:55:47 GMT -5
There are a few new ren tricks that you couldn't do before. Here's the big one
I learnt the above the hard way, ren games are now defendable with fewer units (it used to be whoever had the most was sure to win) and inland sea is now more of a buildfest because of this.
|
|
|
Post by MookieNJ on Aug 4, 2006 11:36:37 GMT -5
I learnt the above the hard way, ren games are now defendable with fewer units (it used to be whoever had the most was sure to win) and inland sea is now more of a buildfest because of this. Nah, I'm pretty sure Frederich is thinking of something else -- in the Civlopedia and on all of the units, only the Horse Archer is mentioned to receive the 10% City Attack penalty. All other Mounted units are unchanged. Although I have to agree that Inland Sea is more of a build fest, but I would peg it on the trait changes to Napoleon and Ghandi more than anything else.
|
|
|
Post by knupp on Aug 6, 2006 13:02:41 GMT -5
And Salidin.
|
|
|
Post by notagoodname on Aug 7, 2006 19:02:17 GMT -5
Just wait till everyone starts using blitz and commando promoted cavalry. A single warlord used on a single unit with charismatic gives enough experience to get both commando and blitz promotions (assuming barracks, stables etc as well). So you can get a cavalry that can move 6 squares in enemy territory (12 on a double move) and can attack multiple times in a single turn and have +40% combat (due to the combat promotions to get commando).
It is also possible to get mobility and commando promoted cavalry so you can move 9 squares on enemy roads by stacking the warlorded cavalry with another unit and upgrading that 2nd unit with a warlord (so they get +10exp each) a few times.
Of course you really need at least 1 civ on your team with the charismatic trait to give the warlords to.
Persia give both faster warlords and they have the charismatic trait so they are perfect for this strategy.
|
|