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Author Topic: Feudalism Rethought Redux: Step 2  (Read 12370 times)

javierpwn

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Re: Feudalism Rethought Redux: Step 2
« Reply #150 on: January 14, 2013, 05:32:03 am »

He might have meant cannons....
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Rolepgeek

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Re: Feudalism Rethought Redux: Step 2
« Reply #151 on: January 14, 2013, 09:47:46 am »

Because they were often stone cannonballs during that time?
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10ebbor10

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Re: Feudalism Rethought Redux: Step 2
« Reply #152 on: January 14, 2013, 11:06:51 am »

Because they were often stone cannonballs during that time?
Correct. The earliest cannons fired stone cannonballs, not iron or steel balls. And it had to be chisseled perfectly, or it would get stuck and the entire cannon would explode. The earlist cannons were kinda rubbish actually. Firing at most once an hour, tendency to explode, ridiculously bad accuracy.

Edit: GWG, is there such a possibility as a fortress city/ Fortifified city. Kinda like Carcasonne?
Edit2: How are you going to handle sieges. Will every siege end up in a charge, and how does the protecting effect of the fortress work.
« Last Edit: January 14, 2013, 11:16:59 am by 10ebbor10 »
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Child of Armok

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Re: Feudalism Rethought Redux: Step 2
« Reply #153 on: January 14, 2013, 01:16:25 pm »

Battle axes wont do much when you have an arrow in the arm/leg/body.
And, GWG, i intended to use recurve bows, is that ok?
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10ebbor10

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Re: Feudalism Rethought Redux: Step 2
« Reply #154 on: January 14, 2013, 01:20:56 pm »

Battle axes wont do much when you have an arrow in the arm/leg/body.
And, GWG, i intended to use recurve bows, is that ok?
It doesn't matter much. The combat number will be quite simplified.
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mesor

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Re: Feudalism Rethought Redux: Step 2
« Reply #155 on: January 14, 2013, 01:25:05 pm »

Uhm if you hit my men on a limb you'll be lucky to make them flinch. But it's probably just gonna be numbers and weapon that determines everything.
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10ebbor10

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Re: Feudalism Rethought Redux: Step 2
« Reply #156 on: January 14, 2013, 01:27:11 pm »

Uhm if you hit my men on a limb you'll be lucky to make them flinch. But it's probably just gonna be numbers and weapon that determines everything.
And fortifications.
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mesor

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Re: Feudalism Rethought Redux: Step 2
« Reply #157 on: January 14, 2013, 01:29:30 pm »

Yup, which is why I'm not attacking forts.
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Child of Armok

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Re: Feudalism Rethought Redux: Step 2
« Reply #158 on: January 14, 2013, 01:41:47 pm »

Just do some mongol tactics to kill those demons, it wont be as effective as full infantry armys, 'cause they will ahve bows as well, but still,their demon skill have not much positive influence with archery.
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10ebbor10

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Re: Feudalism Rethought Redux: Step 2
« Reply #159 on: January 14, 2013, 01:45:56 pm »

The mongol's tactics where so effective only because they had the advantage of Mounted Archers, as well as a significant range advantage. Since range is merely a measure of how much force you can use, and the demonthingies are quite a bit stronger, they probably have the range advantage. (Though maybe not, depending on material choice and technology)
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mesor

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Re: Feudalism Rethought Redux: Step 2
« Reply #160 on: January 14, 2013, 01:55:47 pm »

I'll have cavalry, shields and bows with very long range as well as my warriors all being superior combatants, which includes archery. Plus the game won't be that in depth. Most of the mongols enemies also didn't use shields or used very weak ones.
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Child of Armok

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Re: Feudalism Rethought Redux: Step 2
« Reply #161 on: January 14, 2013, 02:43:34 pm »

Heavy cavalry whould lose against a squadron of melee mongol cavalary. Because of their light equipment and light horses they can dance around them and strike where they want, and cause the cavalry archers are moving, they will be pretty hard to hit, but indeed, the game will probably not be that in depth.
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mesor

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Re: Feudalism Rethought Redux: Step 2
« Reply #162 on: January 14, 2013, 02:53:16 pm »

I know, thats how Ghengis's general countered Russain knights.
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10ebbor10

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Re: Feudalism Rethought Redux: Step 2
« Reply #163 on: January 14, 2013, 03:46:12 pm »

I just know that any kind of cavalerie tends to fail in a swamp, or when asked to walk up walls.
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javierpwn

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Re: Feudalism Rethought Redux: Step 2
« Reply #164 on: January 14, 2013, 04:27:06 pm »

That's why earth mages move your stone walls apart with their gem adorned selves

And cause a rocky road to be created in mere minutes to hours in the swamp

Who needs catapults when we've got mages throwing boulders instead
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