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 PostPosted: 13 Dec, 2010 
 
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Instead of having a mode where infantry can attack a wall, or making them attack a wall just strait up, just make it an upgrade for them that allows them to attack walls.

Call it: Pick-Axe

Either that or just give them a passive ability that allows them to attack walls.

Call it: Pick-Axe

*discuss*

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 PostPosted: 13 Dec, 2010 
 
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Not this **** again....

Mike

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 PostPosted: 13 Dec, 2010 
 
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No thanks. If you saw the vlogs, they are thinking about 2 game modes: a normal mode(swordsmen attack walls and other ****), and a "hardcore" / realistic mode, in which they cant. Im perfectly happy with that.

Also, my badass swordsmen shouldnt be degraded to mineworkers. Theyre not goblins after all.


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 PostPosted: 13 Dec, 2010 
 
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FFS, this was solved AGES ago in AOE3, at the absolute LATEST. Whenever infantry want to attack a wall, give them Molotov like things, or burning torches, or whatever is appropriate. Not hard.

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 PostPosted: 13 Dec, 2010 
 
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I apologize orange, I actually don't have a problem with the current ideas/implementations, however I know that certain people like zol are obsessed with the realism side of the game and hoped perhaps this might be something they might agree to.

@nephy: I can agree with that, but Zol never will. (except for maybe the different modes)

@aeon: so, you agree with my idea of a "passive" ability that activates when attacking a building?

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 PostPosted: 13 Dec, 2010 
 
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aeoncleanse wrote:
FFS, this was solved AGES ago in AOE3, at the absolute LATEST. Whenever infantry want to attack a wall, give them Molotov like things, or burning torches, or whatever is appropriate. Not hard.


You try throwing molotov coctails at a wall. Or torches. If the wall had a face, it would be laughing at you. It would be rolling on the floor laughing its *** off. Against wooden buildings, fine. But walls? .....


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 PostPosted: 13 Dec, 2010 
 
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I think that's what he meant neph. :wink:

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 PostPosted: 14 Dec, 2010 
 
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OrangeKnight wrote:
Not this **** again....

Mike


This.

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 PostPosted: 14 Dec, 2010 
 
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Perhaps think of it along the lines as sappers. They did exist solely to dig under a wall, place lots and lots of gunpowder... boom!!! = no wall.

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 PostPosted: 14 Dec, 2010 
 

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Or make it way more reasonable to go around the wall, or shell it.

Sort of like in every game ever... FA is no exception. Cheap, small, nearly unkillable structures. If you really wanted to break a wall of walls, because you're completely retarded, the only efficient way was TMLs.


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 PostPosted: 15 Dec, 2010 
 
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IsikBala wrote:
Or make it way more reasonable to go around the wall, or shell it.

Sort of like in every game ever... FA is no exception. Cheap, small, nearly unkillable structures. If you really wanted to break a wall of walls, because you're completely retarded, the only efficient way was TMLs.


Or engineers. But nobody used walls anyway because they took six decades to build, except as around their PD to invoke a bug.

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 PostPosted: 15 Dec, 2010 
 
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IsikBala wrote:
Or make it way more reasonable to go around the wall, or shell it.

Sort of like in every game ever... FA is no exception. Cheap, small, nearly unkillable structures. If you really wanted to break a wall of walls, because you're completely retarded, the only efficient way was TMLs.

And Monkeylords.

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 PostPosted: 16 Dec, 2010 
 
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TehClawEternal wrote:
I apologize orange, I actually don't have a problem with the current ideas/implementations, however I know that certain people like zol are obsessed with the realism side of the game and hoped perhaps this might be something they might agree to.

@nephy: I can agree with that, but Zol never will. (except for maybe the different modes)

@aeon: so, you agree with my idea of a "passive" ability that activates when attacking a building?


Zol is an idiot who should not be listened to when discussing this game. Everybody add him to your ignore lists.

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 PostPosted: 13 Jan, 2011 
 
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zhengwei0 wrote:
And/or maybe give them different attacks for different things. So a sniper unit would use its rifle when an enemy is far away and then use a short sword when they are nearing melee range. That way, the different weapons can have different damage and balance the game in a similar way bonuses will. If necessary bonuses can also be added so that the sniper does more damage to heavy infantry than other light infantry. But try not to go overboard with the bonuses.
:P


OH GOD SPAMBOT BAN BAN BAN


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 PostPosted: 17 Jan, 2011 
 

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im pretty sure in the e3 vid the walls were wood, so you could just make people throw torches, like in AOE 3. To me it is perfect, even if vs stone unreallistic but still not to bad, unless you want pick axe throwing soldiers?

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