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Water Units. Water Areas.

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Andr3w

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Baron

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Location: California

Post Fri Aug 13, 2010 9:44 pm

Water Units. Water Areas.

suck it.
Last edited by Andr3w on Fri Sep 03, 2010 10:34 pm, edited 1 time in total.
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K2700

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Post Fri Aug 13, 2010 10:37 pm

Re: Water Units. Water Areas.

hmm thats an intresting idea
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Andr3w

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Baron

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Post Fri Aug 13, 2010 10:41 pm

Re: Water Units. Water Areas.

a good or bad idea?
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Essential

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Joined: Sat Jul 31, 2010 7:55 pm

Post Fri Aug 13, 2010 10:53 pm

Re: Water Units. Water Areas.

It's ok, changes a lot though
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Darkon

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Post Fri Aug 13, 2010 10:54 pm

Re: Water Units. Water Areas.

Great idea
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K2700

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Post Fri Aug 13, 2010 11:31 pm

Re: Water Units. Water Areas.

Andr3w wrote:a good or bad idea?


lol good idea
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Emokittten

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Post Sat Aug 14, 2010 2:32 am

Re: Water Units. Water Areas.

Pro.
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Chris2431

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Post Sat Aug 14, 2010 2:33 am

Re: Water Units. Water Areas.

great idea gives a more real life feal and better gameplay
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GoldenRico

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Post Sat Aug 14, 2010 2:36 am

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.
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Yoderman

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Joined: Sun May 16, 2010 3:33 am

Location: Omaha, Nebraska

Post Sat Aug 14, 2010 3:21 am

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? :shock:
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!
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