Water Units. Water Areas.
39 posts
• Page 1 of 4 • 1, 2, 3, 4
suck it.
Last edited by Andr3w on Fri Sep 03, 2010 10:34 pm, edited 1 time in total.
Beginner
Posts: 53
Joined: Wed Jul 28, 2010 9:14 am
Location: Someplace famous ;D -cough- Indiana -cough-
Re: Water Units. Water Areas.
Yes and no
First we need to do something about fixing units currently out. Archers are a pointless unit that need some type of reworking and the killing power of cavalry late game needs to be countered with pikemen or something. Also the damage output on Catapults is too high and needs to be edited.
Good idea for the blueprint phase but those elements might cause bugs for the mere fact the world map might need to be edited.
First we need to do something about fixing units currently out. Archers are a pointless unit that need some type of reworking and the killing power of cavalry late game needs to be countered with pikemen or something. Also the damage output on Catapults is too high and needs to be edited.
Good idea for the blueprint phase but those elements might cause bugs for the mere fact the world map might need to be edited.
Global Forum Moderator
Server03 BadBoy
Brah..... Why you mad?
Fear the Power of the Collar Mute
*Pops Collar*
Server03 BadBoy
Brah..... Why you mad?
Fear the Power of the Collar Mute
*Pops Collar*
Re: Water Units. Water Areas.
...why would water units need "gallons of water" to stay alive?
they can just stay in the ocean. are the operators fish people?
also the time for galleons (equal to 30 catapults) would be insane with a full warehouse build.
other than that, i do like the idea!
they can just stay in the ocean. are the operators fish people?

also the time for galleons (equal to 30 catapults) would be insane with a full warehouse build.
other than that, i do like the idea!
39 posts
• Page 1 of 4 • 1, 2, 3, 4
Who is online
Users browsing this forum: No registered users and 1 guest