Page MenuHomeWildfire Games
Feed Advanced Search

Sep 9 2017

Grugnas updated the summary of D894: [gameplay] Attack Max Range and Vision Range revisited.
Sep 9 2017, 11:00 AM
Grugnas added a comment to D894: [gameplay] Attack Max Range and Vision Range revisited.

Taking care of other people work is the least one can do.

Sep 9 2017, 10:45 AM
Grugnas abandoned D895: healing range technologies effect..

useless

Sep 9 2017, 1:21 AM
Grugnas updated the diff for D895: healing range technologies effect..
Sep 9 2017, 1:10 AM
Grugnas updated the diff for D894: [gameplay] Attack Max Range and Vision Range revisited.
Sep 9 2017, 1:10 AM
Grugnas created D895: healing range technologies effect..
Sep 9 2017, 1:06 AM
Grugnas created D894: [gameplay] Attack Max Range and Vision Range revisited.
Sep 9 2017, 12:58 AM

Sep 8 2017

Grugnas added a comment to D879: Trade gain related to the current map size.

at this point i feel splitted in half because as mimo stated, tangh would scale better between team placements but will penalize from side to side (diagonal length) trade thus there would perhaps be less gain difference thus a more homogeneus income.
On the othe hand, as temple stated, having a linear route on the diagonal would give a great advantage to a team which is in my opinion much harder to stabilish and to defend because the traders will pass near the territory border thus it may be rewarded ( a team who can mantain such advantage maybe deserves to win ) and a more safer route requires a circular route moving from base to base 1->2->3->4 requiring more time that perhaps may be compensated by that extra gain.

Sep 8 2017, 9:31 PM
Grugnas added a comment to D887: minor phase requirements clean up.

is adding this really necessary?

Also added a “town phase” requirement to the healer.

they train from temples only which is built in town phase

Added a “town phase” requirement to Carthaginian mercenaries.

they train from embassies only which is built in town phase

Sep 8 2017, 9:21 PM
Grugnas added a comment to D879: Trade gain related to the current map size.
In D879#34690, @temple wrote:

It might be easier to decide what you want the rates to be at different distances and on different size maps (see the table in my earlier comment), and after that see if you can find a formula that produces them. (E.g., should trading be better than mining? How much should trading at the edges of the map be better than 1-4, and 1-4 versus 1-3?)

Sep 8 2017, 6:00 PM
Grugnas added a comment to D887: minor phase requirements clean up.

nice catch, especially for the mauryan elephant archer template.

Sep 8 2017, 11:08 AM
Grugnas awarded D887: minor phase requirements clean up a Like token.
Sep 8 2017, 11:08 AM

Sep 7 2017

Grugnas added a comment to D834: Adjust accuracy (spread multiplier) in technologies.

Since archers shooting from longer distance have same accuracy as before, the first summary lane is self explanatory and honestly i don't feel the need of a spread increase for such a technology, while i agree that having higher accuracy as reward for promotion is reasonable despite the fact that ranged units doesn't seem to have accuracy issues even at basic rank.

Sep 7 2017, 7:35 PM
Grugnas added a comment to D879: Trade gain related to the current map size.

Agree that capping (not done in the proposal) is more important than taking care of the size of the map.

I am not sure if the trade gain should be capped as long as the player has no info about the trade income before he places the market and estabilish a trade route to the target market and this would be just confusing and perhaps would require players to build many markets in order to "get the best spot" where to place own market.

Agree that tanh or any logistic function will do that job.

I must admit to have no experience at all with such function but seems promising, I will try to get some info about and perhaps upload a new patch with the suggested formula and compare with the only map size scaling.

Sep 7 2017, 12:34 PM

Sep 6 2017

Grugnas added a comment to D879: Trade gain related to the current map size.
In D879#34327, @mimo wrote:

First, i've not understood what the numbers in the table correspond to. Could you define them?

The numbers in the table correspond to the total amount of resources carried by a trader per trip in a route between own market, let's say south side of the map, and an ally player on the north side of the map. The amount is the sum of the trader gain + player international bonus + target player international bonus ( i don't agree on that formula because international trade bonus is a reward by itself with no need to donate resources to the target market owner. The syntax in the tooltip " ( GainNumber + international bonus , international bonus "Targetplayer" ) " is confusing ).
Without Tech is the amount of resources carried by a trader.
With Tech is the amount of resources carried by a trader modified by +25% mov speed +25% trade profit +10% international trade bonus.

Then, i agree that some scaling of the gain with the mapSize would be better, but i'm more worried by the square increase of the gain which is not good and should have some kind of saturation. If changing the gain, better do both changes.

I didn't understand this comment. Do you mean an arbitrary constant variable to multiply by mapSize?

Sep 6 2017, 11:46 PM
elexis awarded D879: Trade gain related to the current map size a Like token.
Sep 6 2017, 8:59 PM
Grugnas created D879: Trade gain related to the current map size.
Sep 6 2017, 6:29 PM

Sep 5 2017

Grugnas updated the diff for D873: add to all the random maps their supported biomes, if there are any..
Sep 5 2017, 6:07 PM
elexis awarded D873: add to all the random maps their supported biomes, if there are any. a Baby Tequila token.
Sep 5 2017, 4:40 PM
Grugnas updated the diff for D873: add to all the random maps their supported biomes, if there are any..

updated.

Sep 5 2017, 4:11 PM
Grugnas updated the diff for D873: add to all the random maps their supported biomes, if there are any..

fixed a check into Unknown.js file

Sep 5 2017, 3:56 PM
Grugnas created D873: add to all the random maps their supported biomes, if there are any..
Sep 5 2017, 3:51 PM

Aug 31 2017

Grugnas accepted D852: Chose the biome in the gamesetup.
Aug 31 2017, 9:23 PM
Grugnas updated the diff for D859: Rome teambonus affects citizen soldiers only.

updated also the aura description in order to avoid ambiguities.

Aug 31 2017, 9:19 PM
Grugnas created D859: Rome teambonus affects citizen soldiers only.
Aug 31 2017, 9:16 PM
Grugnas added a comment to D852: Chose the biome in the gamesetup.

the patch works and looks quite good.

Aug 31 2017, 2:23 AM

Aug 29 2017

Grugnas updated the summary of D808: create elephant produce omnipresent sound.
Aug 29 2017, 8:29 PM
Grugnas added a comment to D808: create elephant produce omnipresent sound.
In D808#33211, @Stan wrote:

What did you change to the sound file ?

Aug 29 2017, 8:26 PM

Aug 23 2017

Grugnas added a comment to D408: let technologies modify loot.
In D408#32616, @mimo wrote:

that's too much compared to its price.

the comparison I made was about their performance in battle if compared to champions and their loot. I didn't consider their cost at all.

Of course the +2 can be +3, or adding a bit of food or wathever (i don't really care), but not this excessive loot.

the intent wasn't to simply increase the already existent loot (why shouldn't also a swordsman give wood?)
i will try to rethink that if it is really too high.

Aug 23 2017, 12:16 AM

Aug 22 2017

Grugnas updated the test plan for D408: let technologies modify loot.
Aug 22 2017, 9:07 PM
Grugnas added a comment to D408: let technologies modify loot.
In D408#32597, @mimo wrote:

I do appreciate, when commenting that something is too big, that your first reaction is to still increase it!

I could use better screenshots since they want to compare 2 different units and not an ulteriorly increase of the patch effect.
Skiritai is a swordsman and, with this patch, it would have a loot of 15 metal (any other unit has 10 metal loot at rank 3).
Any champion has 20 metal loot.

Also I don't understand that patch and the arguments: wanting to replace trade by loot seems to be a complete nonsense.

Maybe i could have given a more clear explanation. The intent isn't to replace the trade at all (i am sorry if you misunderstood, that would take a bit to explain). I won't discuss about the balance and how the features affect the game in the comments.

For me, it is good that there are differences between an elite soldier and a champion, that leave more choice to the player.

I agree on that one, that's why I raised the question if the champions food and wood loot could be increased by 5 ( a citizen soldier cavalry unit and an infantry champion unit give both +10 food as loot).

For me, the changes on the loot are too big, and i would not agree to include it as is.

I am sorry to have different opinions for 5 more resources per promotion. Having +2 from Basic -> Advanced and +3 from Advanced to Elite for a total of +5 resource could be ok aswell.

Aug 22 2017, 9:03 PM
Grugnas updated the diff for D408: let technologies modify loot.

the xp is now correctly modified in the simulation

Aug 22 2017, 1:16 PM
Grugnas updated the diff for D408: let technologies modify loot.

this patch adds xp to the promote technologies with a multiplier of 1.2 on the previous xp amount.

Aug 22 2017, 1:07 PM
Grugnas added a comment to D408: let technologies modify loot.
In D408#32552, @mimo wrote:

So a Cavalry swordman for example would have +5 wood and +5 metal for each promotion! that's really a lot, compared to the price of such unit.
I would rather have put something like +10 xp + 2 metal.

Aug 22 2017, 1:05 PM
Grugnas updated the diff for D408: let technologies modify loot.

perhaps this isn't the cleaner solution.

Aug 22 2017, 12:12 AM

Aug 21 2017

Grugnas added a comment to D408: let technologies modify loot.

(Tag as request change as the modification code part is incomplete)

Aug 21 2017, 12:51 PM

Aug 20 2017

Grugnas updated the diff for D276: Allow BuildRestrictions Min Max Distance to be modified by auras/technologies.

this time i uploaded the right diff (sorry but my folder is a mess).

Aug 20 2017, 10:37 PM
Grugnas updated the diff for D276: Allow BuildRestrictions Min Max Distance to be modified by auras/technologies.

hopefully this is the final diff.

Aug 20 2017, 6:40 PM
Grugnas added a comment to D811: AI stats modifications from techs and auras broken for templates.

the values are correctly modified.
tested with the D276 + the code bb provided in the comments of such diff.

Aug 20 2017, 6:24 PM
Grugnas added a comment to D806: Allow non Soldier Heroes.

i didn't get joke?

Retitling the diff too (as non heroes soldier are already allowed). (It can be merge with the other diff imo -> Make the Mauryan healer hero inherit from generic hero templates...)

Since the template_unit_hero has the visible class Soldier, it made me think that Heroes are soldiers by default and if a modder wants to create a non hero soldier he should explicitly remove the Soldier class which is in my opinion inelegant, unnecessary (it is the same thing of adding the Soldier Class) and perhaps not immediate.

template_unit_hero_healer is cleaner but perhaps useless while we only have 1 (or 2).

i agree with this (cunobelin isn't a healer at all).

Aug 20 2017, 2:29 PM
Grugnas created D808: create elephant produce omnipresent sound.
Aug 20 2017, 2:00 PM
Grugnas created D807: fix warning caused by stereo sound.
Aug 20 2017, 1:31 AM
Grugnas updated the diff for D747: Fix sounds inheritance of template_unit_hero_{unit}.xml.
Aug 20 2017, 1:26 AM
Grugnas created D806: Allow non Soldier Heroes.
Aug 20 2017, 1:23 AM

Aug 19 2017

Grugnas updated the diff for D276: Allow BuildRestrictions Min Max Distance to be modified by auras/technologies.

reupload

Aug 19 2017, 8:51 PM
Grugnas updated the diff for D276: Allow BuildRestrictions Min Max Distance to be modified by auras/technologies.

the patch contains the the debug test @bb suggested.
@mimo i tried to apply the same logic that entity.js uses to compute the attackRange function but the ai still doesn't take into account the distance restriction change.

Aug 19 2017, 7:40 PM
Grugnas updated the diff for D276: Allow BuildRestrictions Min Max Distance to be modified by auras/technologies.
Aug 19 2017, 6:44 PM
Grugnas updated the diff for D276: Allow BuildRestrictions Min Max Distance to be modified by auras/technologies.

updated in order to fit the current version and following the advices.

Aug 19 2017, 6:40 PM
Grugnas added a comment to D747: Fix sounds inheritance of template_unit_hero_{unit}.xml.

@Grugnas @Stan
So?
(Perhaps Chanakya is a Mech though)

Aug 19 2017, 4:57 PM
Grugnas added a comment to D747: Fix sounds inheritance of template_unit_hero_{unit}.xml.
In D747#31675, @Stan wrote:
Aug 19 2017, 4:37 PM

Aug 18 2017

Grugnas updated the diff for D409: Fix the promotion healthpoint missing issue.
Aug 18 2017, 2:38 PM
Grugnas updated the diff for D409: Fix the promotion healthpoint missing issue.

The rounding on promotedUnitHitpoints variable has been removed because units promoted while in phase 3 get some missing hp compared to the max hp.
This simply fix the bug described by the title.

Aug 18 2017, 2:30 PM
Grugnas added a comment to D409: Fix the promotion healthpoint missing issue.

Well I still don't follow. It's a one liner isn't it?
L62 of Promotion.js (as in your current diff)

Aug 18 2017, 1:38 PM
Grugnas updated the diff for D409: Fix the promotion healthpoint missing issue.

updated to fit a22 changes.
actually this also fixes the extra healthpoint for the hellenic civic center

Aug 18 2017, 1:12 PM

Aug 17 2017

Grugnas updated the diff for D747: Fix sounds inheritance of template_unit_hero_{unit}.xml.

As suggested, the alarms herojoin.xml and alarm_herodead.xml are now used in order to have special sounds for heroes when they train or die.

Aug 17 2017, 9:21 PM

Aug 1 2017

Grugnas planned changes to D747: Fix sounds inheritance of template_unit_hero_{unit}.xml.

I will recheck as soon as possible, thanks for the input

Aug 1 2017, 5:48 PM

Jul 16 2017

Grugnas created D747: Fix sounds inheritance of template_unit_hero_{unit}.xml.
Jul 16 2017, 9:09 PM

Jul 13 2017

Grugnas added a comment to D725: Change ptol and carthaginian barracks prices.

Actually having a barrack costing 150 wood and 150 stone is an advantage for those civs who can't train slingers at phase 1 because they can save a significant amount of wood to invest into houses or defensive units / buildings (sentry defense tower) while civs relying on slingers (available for athene and britons only) will indeed benefit from barracks costing wood only since 10x slingers only require 200 wood and 300 stone.

Jul 13 2017, 1:11 AM

Jul 11 2017

Grugnas added a comment to D737: Scipio aura radius.

I agree with the change. Indeed Vercingetorix and Fabius Maximus auras seem the biggest auras in next alpha.

Jul 11 2017, 8:16 PM

Jul 10 2017

Grugnas created D734: Mercenary technology fix.
Jul 10 2017, 7:39 PM

Jul 9 2017

Grugnas added a comment to D725: Change ptol and carthaginian barracks prices.
In D725#28795, @temple wrote:

Persia though, they're tough. The worst thing is that since the cost is all wood, you can't use some of your starting stone. The other 300w civs are Briton, Gaul, and Maurya, each of which has an eco bonus to compensate.
Having extra buildings isn't an advantage if they cost the same as regular buildings. If I want to switch from cavalry to infantry because opponent made a lot of spearmen, then my stable will go idle. Or vice-versa, and meanwhile another civ could've made two barracks for (almost) the same cost as barracks + stable, and not have any trouble switching their army composition.

So I suggest the Persian barracks cost 200w. (Their stable is 200s.)

Jul 9 2017, 8:00 PM
Grugnas added a comment to D725: Change ptol and carthaginian barracks prices.

Persia has a wide choice of cavalry units to choose between in their stable which costs 200 stone and it it avsilable in phase 1. Carthage can still train mercenaries from Embassies. Probably the number of buildings you build gives more advantage than the number of units available from a single building because units can be trained in contemporary and seems that those civs incentive such strategy.

Jul 9 2017, 4:07 PM

Jul 8 2017

Grugnas created D725: Change ptol and carthaginian barracks prices.
Jul 8 2017, 8:51 PM

Jul 6 2017

Grugnas added a comment to D714: Buff Carthaginian naval shipyard capture regen rate.

While capture points for a more expensive and lets say "hierarchically" more important than a dock indeed needs more time to be captured.
The dock is even hard to defend with ships because of its huge size and more units can try to capture it at same time because of it.
Perhaps 30 pierce armor is too low for a super dock considering that any dock has 35.

Jul 6 2017, 7:35 PM

Jul 4 2017

Grugnas added a comment to D706: Revert naked fanatic armor nerf..

the revert is welcome.
As far as i recall fanatics haven't been an issue in svn games and more defensive strategies are more intentivated. still some tests could confirm

Jul 4 2017, 6:05 PM

Jun 30 2017

Grugnas added a comment to D652: Towers range tweak..

+4 isn't enough to reach promoted archers but enough to reach archers whenever the tower is built on a slightly downhill terrain (elevation bonus at least won't work as elevation malus).

Jun 30 2017, 12:47 PM

Jun 29 2017

Grugnas updated the diff for D652: Towers range tweak..

tweaked in order to affect not-promoted units

Jun 29 2017, 3:40 PM
Grugnas added a comment to D652: Towers range tweak..
In D652#27665, @elexis wrote:

Patch seems ok for me, even if it will make pizza games much harder. But I heard borg- has some concern, so that should be figured out.

I'd rather say that in the current version any not archer relying civs (Carthaginians, persians, mauryans, ptols) have already bad times even if they build a sentry tower while having a structure common for any civ sounds more equilibrate (pizza games are lightnin games anyway).
Despite cavalry can be trained in phase 1 already, sentry towers on the other hand find their only use in phase 1 because replaced by defense towers later in the game and if they can't make the desired effect they will only be an abandoned structure.

Jun 29 2017, 2:06 PM

Jun 26 2017

Grugnas accepted rP19345: Capture The Relic gamemode..
Jun 26 2017, 3:13 PM
Grugnas updated the diff for D307: [Proposal] Melee Cavalry Mov Speed and Attack Rate rebalance..

patch update

Jun 26 2017, 11:33 AM

Jun 25 2017

Grugnas closed D351: No more bright yellow player color.
Jun 25 2017, 11:19 PM
Grugnas added a comment to D674: Add a move modifier hotkey.

i agree with vladislave because this is "move instead gather" issue occurs while moving in a forest aswell, thus an hotkey would really comes in handy.
By the way grainfields footprint and actor may fit the obstruction size in order to better manage their placement. Ia bigger actor than the real obstruction sizes is tricky whenever a player is trying to dovetail structures in order to optimize space and, f.e. the number of grainfields to place around the civic center.

Jun 25 2017, 1:11 PM
Grugnas updated the diff for D652: Towers range tweak..

reverted defense towers range tweak because it doesn't take into account footprint.

Jun 25 2017, 12:41 PM
Grugnas added a comment to D652: Towers range tweak..
In D652#26774, @elexis wrote:

Range mechanics:
The elevation bonus is added, so the range is already 66m + 9m = 75m for the sentry tower and 76m + 15m = 91m. (Notice the range upgrade doesn't affect the height bonus.)

If the idea is to have towers attack archers exactly if archers can attack the tower, then this sentry tower range buff might barely be sufficient, because the entire footprint (9.5 width) is vulnerable, but the arrows are shot only from the center and the footprint of archers (1.5m) is smaller than that of the building (#3381, it's not sufficient to just have 72m range for both).

But it seems to be just sufficient: If an archer wants to attack it, it has to be at least 72m + 4.75m = 76.75m close to the center of the sentry tower. The sentry tower then has 66m+9m = 75m range from the center which can shoot into the archers foot at 75m + 0.75m.
I.e. +1 range is the least buff needed to protect one from archers according to my math.

Jun 25 2017, 12:38 PM

Jun 20 2017

Grugnas added a comment to D307: [Proposal] Melee Cavalry Mov Speed and Attack Rate rebalance..
In D307#22487, @borg- wrote:

What do you guys think about the change in speed to 17.5? I find it more coherent and realistic.

We could have a discussion on IRC if everyone agrees, what do you think? Would be interesting and we would have to agree more quickly on all these proposals

Sure we could do that tommorow. With a slower speed, I wouldn't care about raising the dps.

Jun 20 2017, 6:08 PM
Grugnas retitled D646: Increase damage of sentry defense towers from Increase damage and defense of sentry defense towers to Increase damage of sentry defense towers.
Jun 20 2017, 1:58 PM

Jun 18 2017

Grugnas updated the test plan for D652: Towers range tweak..
Jun 18 2017, 3:53 PM
Grugnas updated the test plan for D652: Towers range tweak..
Jun 18 2017, 3:51 PM
Grugnas updated the test plan for D652: Towers range tweak..
Jun 18 2017, 3:48 PM
Grugnas updated the test plan for D652: Towers range tweak..
Jun 18 2017, 3:43 PM

Jun 17 2017

Grugnas updated the test plan for D652: Towers range tweak..
Jun 17 2017, 7:46 PM
Grugnas updated the diff for D646: Increase damage of sentry defense towers.

revert inherited armor. Towers can still be destroyed by slingers.

Jun 17 2017, 7:35 PM
Grugnas added a comment to D646: Increase damage of sentry defense towers.

cavalry high mobility make towers the only viable defense which is kinda weak.

Jun 17 2017, 2:45 PM
Grugnas updated the diff for D652: Towers range tweak..

elevation value considered as float

Jun 17 2017, 12:57 PM
Grugnas created D652: Towers range tweak..
Jun 17 2017, 12:54 PM
Grugnas retitled D646: Increase damage of sentry defense towers from Increase damage and range of sentry defense towers to Increase damage and defense of sentry defense towers.
Jun 17 2017, 12:24 PM
Grugnas updated the diff for D646: Increase damage of sentry defense towers.

split the patch in more points

Jun 17 2017, 12:21 PM

Jun 16 2017

Grugnas added a reviewer for D649: Fix wrong starting units for all maps in accordance with D647: Grugnas.
Jun 16 2017, 9:05 PM
Grugnas added a comment to D649: Fix wrong starting units for all maps in accordance with D647.

Those maps have particular starting units:

  • Gold Rush: 3 women 3spearmen infantry 1 spearman cavalry
  • Sahel: same units as in multiplayer games 4 women 2 swordsmen inf 2 skirmishers inf 1 spearman cavalry
  • Serengeti: 6 women 1 swordsman inf 1 spearman inf 1 skirmisher inf 1 spearman cavalry
Jun 16 2017, 4:08 PM
Grugnas accepted D647: Fix unexpected starting units on random maps.

The patch content seems clear enough.

Jun 16 2017, 2:38 PM
Grugnas updated the test plan for D646: Increase damage of sentry defense towers.
Jun 16 2017, 2:27 AM
Grugnas created D646: Increase damage of sentry defense towers.
Jun 16 2017, 1:40 AM

Jun 13 2017

Grugnas added a comment to D633: slightly increase infantry pikeman units movement speed.

balancing patches are, indeed, a way to keep the game interesting to play despite the future implementations and features. Simply tweaked numbers can change the way to think of a player by finding the best combination between doing economy related action or military action. Pikemen champions actually are supposed to be military oriented only units thus being able to defend buildings from sieges and from troops (same for attack) and have a better overall performance than citizen soldiers in military tasks. F.e. at current walk speed, a simple unit can body block a pikemen, in that way the pikemen won't never reach the target siege (is it ally or enemy) or place in time. With time, i mean to perform what are they designed to do. indeed if a player choose to train pikemen champ it is, the most of time, because he has ranged units(mechanical or organic) to defend which are the main source of damage output. In any case, any other unit will reach the destination much earlier than pikemen, slowing down by a lot the expedition and even let own territory with no defense (if they slowly reached the destination, they will even slowly return back to the source). Perhaps having pikemen champions proportionally slower than other units and their champions counterpart, let pikemen weak point even weaker.
If needed, i can provide a replay in which pikemen movement speed can compromise teamwork actions ( they couldn't reach a point fast enough to defend ally ranged units, the ally retreated and pikemen died to enemy champions because too slow to retreat).
Seleucids have have pikemen champions but they are really rarely trained. probably it is because their reputation precede them. :)

Jun 13 2017, 2:45 PM

Jun 12 2017

Grugnas created D633: slightly increase infantry pikeman units movement speed.
Jun 12 2017, 11:55 PM

Jun 3 2017

Grugnas added inline comments to D225: Heroes cost increase and redundant components inheritance.
Jun 3 2017, 2:44 PM

Jun 1 2017

Grugnas updated the diff for D407: Promote mercenaries with a technology to advanced rank.

removed the second affects

Jun 1 2017, 1:29 PM
Grugnas added a comment to D407: Promote mercenaries with a technology to advanced rank.

(One could also differentiate the techs for the 3 embassies for carth...).
I will suggest to wait a bit finally and include that in a more global thing.

Jun 1 2017, 1:07 PM
Grugnas retitled D407: Promote mercenaries with a technology to advanced rank from Promote mercenaries with a technology to advanced rank; up to elite rank for Carthage only to Promote mercenaries with a technology to advanced rank.
Jun 1 2017, 1:00 PM
Grugnas updated the diff for D407: Promote mercenaries with a technology to advanced rank.

split elite merc diff from the currend diff.

Jun 1 2017, 12:59 PM

May 29 2017

Grugnas added a comment to D569: Nerf a bit Gaul Fanatic.

few fanatics can be handled with soldiers. the main issue in my opinion is that they easy bait soldiers and go for women. While towers doesn't deal enough damage, on the other hand palizades and a bunch of woodcutter soldiers may be a valid defense, but it requires time and probably increasing fanatics training time by 5 sec and keep the current armor would do the job.

May 29 2017, 8:43 AM