Hell yeah for the neat looking UI!
I'm curious about how are you going to handle horseback fightining. When you are not riding anything, maybe there should be an indicator to show how many moves the guys on horses can make until you can make one. Being able to magically know the speed of every horse doesn't make it such a nice idea though. Maybe it could be a little vague like "5-9" depending on... one of your skills. Hell, it could work for all creatures and not just horsemen. It could work like a skill to not only predict their speed but their strengths and weaknesses as well... I got a little carried away.
Thanks! I've been wondering similar, about how you judge the speed of horses (and, for that matter, what the speed of horses actually is). Again, it depends on how much depth I want in this area - I'm thinking about having different 'qualities' of horse in terms of breeds, etc, and the more you know about riding, the more you can identify a breed, and thus the player will know Breed A is only twice as fast, but Breed X is fast and tough, etc. There are skills centered around your knowledge of creatures, and the higher those skills are, a) the more you can identify and b) the more skillful you are at dealing damage to their weak points - again, that'll appear in the skills list in the near future! : )
so the archers were protected (from cavalry, at least) and the archers were still able to fire.
Not really. The cavalry would get a few losses but the pike density is too thin to actually protect the archers. better with a stake wall in that case, or putting the archers behind the pikes.
And thinking of that. what about mixed weapons units? First row is sword/shortspear and shield with the second and third row is pikemen and the rest behind is pikemen ready to fill in the holes but while they wait they can throw javelins.
Right, so this will need lots of training but it's damn efficient against anything other than archers
A 'squad editor' is in the very early stages - which is to say, you might be able to make squads out of archers and pikemen, or all swordsmen, or heavy weapons soldiers backed up by Cyclopes, etc. You select how you want the squad to deploy itself, and then command it like a squad of just one unit. This is proving to be a complex (but workable, I stress) component of the game which isn't going to make the first release. For the time being, squads consist of one kind of unit, but I 100% intend to change that in the future and allow you to custom-build squads from the ground up.
Game is starting to look really good!
Cheers!
In this case the wall might be dense enough to frighten the horses (they don't charge in walls!), and there should be at least three consecutive rows of pikes. And anyway, when the enemy is at 15m, do you think archers would stay in front?
Again, in the very early stages of issuing what I'm calling standing orders - as in, you can command a squad to move to Location X, and that's a normal command. But when you create a squad, you can give it commands that it will always follow - protect its leader at all cost, protect the archers, let the Cyclops lead, etc, and those standing orders remain whatever other commands they get. I think the interplay of the two could be really interesting.
Also, I know that this is waaaaaay off topic, but.. artillery? Please say yes. I've always been of the "over there, over kill" mindset, in which massed artillery plays a huge part. You've mentioned siege engines, but not artillery specifically, so I'm hoping for a definitive answer.
Yes! Well... some kind of siege engine. Specifics, and mechanics, not yet decided. I'll probably put in ballistas first, as (in URR, at least) they will not be powerful enough to damage buildings beyond flimsy walls, and thus will be the easiest to code
You might want to wait for the dev to talk about corpses as a way to reduce morale and spread diseases. I'm not sure with that one.
Corpses are great. They will knock down morale and spread diseases - a very basic implementation of one exists at the moment, wherein any AI creature coming along a corpse of its own species and faction will take a morale hit (severity determined by lots of other factors), even more so if the dead creature in question was known personally. By contrast, if Creature X hates Creature Y and finds a corpse of creature Y, Creature X will be cheered up a little.
live animals on the catatapaults?
dragons?
actually...
'What is it? Dragons?'
"HaHa, no little greenhorn, Dragons fly, its Wyverns that have to be catapu... AW FRACK"
I have no particular objection to catapulting Wyverns.