Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - Remove Biome penalties on crafted items
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic ClosedRemove Biome penalties on crafted items

 Post Reply Post Reply Page  123>
Author
 Rating: Topic Rating: 1 Votes, Average 1.00  Topic Search Topic Search  Topic Options Topic Options
hellion19 View Drop Down
Forum Warrior
Forum Warrior


Joined: 01 Aug 2012
Status: Offline
Points: 310
Direct Link To This Post Topic: Remove Biome penalties on crafted items
    Posted: 01 Sep 2012 at 05:47
Originally posted by JimJams JimJams wrote:

Originally posted by Hadus Hadus wrote:


  • Chitin-Cored Bow (+8% Cav Def, +8% Spear Def, +8% Bow Def, +8% Sword Def, -16% in Arctic, -16% in Desert, -16% in Jungle)
  • Three-Wood Bow (+5% Cav Def, +5% Spear Def, +5% Bow Def, +5% Sword Def, -16% in Arctic, -16% in Desert, -16% in Jungle, +3% for Elves)

I think the dev's reasoning with these two bows is that they intend for bows in general to be less effective in extreme climates. If that's the case I don't think it's necessary to remove the bonuses


Those two bows are a joke for elf. Both are defensive bows, and for elf the second is slightly better because of 3% attack gain. Both are useless in biomes, having only negatives values.

My point here is, bow users, need to have 2 pieces of equip, one for biome and one out of biomes, and may be more, because if you want to cover all the possibilities you need 4 items (3 specific biomes items + 1 out of biome).

Sword  and spear users have high bonus items with no penalties on biomes....

Fair ?


I think the plan was more so to make bows a bit more effective out of biomes while less effective in some of those biomes. Also I wouldn't expect all things to be 100% fair in every aspect as some got certain advantages that others didn't. Also always looked at archers as more of a defensive type thing anyways outside of game usually with a line of archers waiting for their enemy to get in closer to hit with a volley of arrows...

Though it seems for quite some time now archers were the main unit and worked fairly good against quite a few things. Now with bows you have to try to gear your people for the biome you live in or plan to do most of your fighting in. If you mostly operate in the jungles you have a jungle bow. If you do most in a desert you have a desert bow. If its not in a biome then stick with a bow thats not designed for a specific biome.
Back to Top
JimJams View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 20 Sep 2011
Location: Italy
Status: Offline
Points: 496
Direct Link To This Post Posted: 01 Sep 2012 at 00:41
Originally posted by Hadus Hadus wrote:


  • Chitin-Cored Bow (+8% Cav Def, +8% Spear Def, +8% Bow Def, +8% Sword Def, -16% in Arctic, -16% in Desert, -16% in Jungle)
  • Three-Wood Bow (+5% Cav Def, +5% Spear Def, +5% Bow Def, +5% Sword Def, -16% in Arctic, -16% in Desert, -16% in Jungle, +3% for Elves)

I think the dev's reasoning with these two bows is that they intend for bows in general to be less effective in extreme climates. If that's the case I don't think it's necessary to remove the bonuses


Those two bows are a joke for elf. Both are defensive bows, and for elf the second is slightly better because of 3% attack gain. Both are useless in biomes, having only negatives values.

My point here is, bow users, need to have 2 pieces of equip, one for biome and one out of biomes, and may be more, because if you want to cover all the possibilities you need 4 items (3 specific biomes items + 1 out of biome).

Sword  and spear users have high bonus items with no penalties on biomes....

Fair ?
Back to Top
Salararius View Drop Down
Postmaster
Postmaster
Avatar

Joined: 26 Sep 2011
Location: USA
Status: Offline
Points: 519
Direct Link To This Post Posted: 31 Aug 2012 at 15:36
Originally posted by Ander Ander wrote:

Originally posted by Rill Rill wrote:

The human warhorse appears to be designed for humans to defend plains with cavalry -- which granted, we don't want to do anyway, but if you HAVE to defend with cav, maybe this makes it slightly less bad?

The "nimble warhorse" gives 24% defense against all unit types, without any defense penalty. The human battlebred gives 20% bonus, and has penalties on biomes as well as non-plain terrains. That makes the battlebred redundant.

I started off with the exact same thought, now I'm less sure.  I'd consider this as a default mount for cav.  It offers no attack penalty if not unmounted (99% of my cav attacks are in non-biome plains).  It gives a significant defense boost to cav sitting in non-biome, plains, cav cities (that's where mine are).  It's cheaper to make than the nimble warhorse because herbs are ~25% of the cost of hides (which is less than 5% of the total cost, but still).  It's also a lot more practical to get 10s of thousands of herbs than hides so I think in the market these will ultimately be priced lower (if anyone bothers to make any).

I don't know.  It's still pretty sucky but I see what they were trying to do with it.  It would be a better choice with no biome penalties and lower (or no) terrain restrictions.

Back to Top
Aurordan View Drop Down
Postmaster
Postmaster
Avatar
Player Council - Ambassador

Joined: 21 Sep 2011
Location: United States
Status: Offline
Points: 982
Direct Link To This Post Posted: 31 Aug 2012 at 15:30
It's pretty clearly a continuation of the joke that is human's crafted items.
Back to Top
Myzel View Drop Down
Wordsmith
Wordsmith


Joined: 19 Feb 2012
Status: Offline
Points: 101
Direct Link To This Post Posted: 31 Aug 2012 at 11:26
It's not. I can only think of one reason for its existence, and that is the possibility that battlebred horses can be used by all troop types while warhorses can only be used by cavalry. This is just conjecture though.
Back to Top
SugarFree View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 09 Feb 2012
Status: Offline
Points: 350
Direct Link To This Post Posted: 30 Aug 2012 at 17:08
it's less expensive form what i hear.
Back to Top
Ander View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 24 Apr 2011
Status: Offline
Points: 1269
Direct Link To This Post Posted: 30 Aug 2012 at 16:38
Originally posted by Rill Rill wrote:

The human warhorse appears to be designed for humans to defend plains with cavalry -- which granted, we don't want to do anyway, but if you HAVE to defend with cav, maybe this makes it slightly less bad?

The "nimble warhorse" gives 24% defense against all unit types, without any defense penalty. The human battlebred gives 20% bonus, and has penalties on biomes as well as non-plain terrains. That makes the battlebred redundant.
Back to Top
Salararius View Drop Down
Postmaster
Postmaster
Avatar

Joined: 26 Sep 2011
Location: USA
Status: Offline
Points: 519
Direct Link To This Post Posted: 30 Aug 2012 at 14:48
There are buildings that give up to 20% bonus in biomes.  Another advantage of buildings is they aren't destroyed in combat.  That is the specific biome benefit and it's pretty substantial.

I really don't think that the crafted item penalties penalize people living in biomes so much as they penalize someone trying to project their forces into a "non-native" biome.  These "awesome" weapons that work so well for a player with cities in the center of Illy all of a sudden don't work so well when that player tries to attack me in the Jungle.  But, my Jungle Warfare college seems to be working quite fine.  If I want to attack a player in the center of Illy from my city in the Jungle, I can still use these awesome weapons just as effectively as the player in the center of Illy.

Someone living in a biome has no trouble using this stuff to project their forces outside their biome assuming they aren't projecting into another biome.  Regardless, they still get the 20% bonus when attack/defend inside their biome (assuming they built the building).

The bottom line, these penalties are the same for each side.  Therefore, there is no +/- specific to the biome where you built your city, only where the combat occurs and that is the same for both sides whether both cities are in the same biome or not.

I realize there is more to it than this, it's one angle I didn't see appreciated in this discussion.  I have cities in a biome, I like the penalties.  Please keep them.

Think this through...

Back to Top
Rill View Drop Down
Postmaster General
Postmaster General
Avatar
Player Council - Geographer

Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
Direct Link To This Post Posted: 30 Aug 2012 at 12:28
The human warhorse appears to be designed for humans to defend plains with cavalry -- which granted, we don't want to do anyway, but if you HAVE to defend with cav, maybe this makes it slightly less bad?
Back to Top
dunnoob View Drop Down
Postmaster
Postmaster
Avatar

Joined: 10 Dec 2011
Location: Elijal
Status: Offline
Points: 800
Direct Link To This Post Posted: 30 Aug 2012 at 09:42
Originally posted by Ander Ander wrote:

The human special warhorse is completely useless - it has even less plus stats than the normal "nimble warhorse". In addition, it has penalties on not just biomes, but all terrains too. Totally redundant unit!
Battle mules for dwarves are also dubious, as I don't usually pick cavalry to occupy and defend hills and mountains.  Apparently I'd get +15% attack and +20% defense on hills and mountains, with a -10% penalty for speed.  
Back to Top
 Post Reply Post Reply Page  123>
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.