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Thread: BattleAxe FAQ

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    Icon7 BattleAxe FAQ



    Please find below some information on the different features found in BattleAxe.

    Campaigns

    Why was diplomacy omitted from the game?
    The aim of BattleAxe is to provide a challenging and “true” Total War experience. Diplomacy and peace had no place in the spirit of BattleAxe. Diplomats and princesses also added to the movement chore. Removing them dramatically reduced game turn time for both player and AI.

    Why were naval units omitted from the game? [OPTIONAL]
    To make the game more challenging. It is far too easy for players to outmaneuver the AI and surprise attack, soft, far away targets. From a losing stand point, players cannot sail away and abandon their homeland. BattleAxe is a stand and fight experience. Also, the AI may mishandle naval production and invasions so it is preferred that they invest their income on land units and fight land battles - this is where the action is. BattleAxe maps were designed to facilitate intercontinental travel via new land bridges so beware. The AI will use them and invade. Players have the option to include ships in the game. See the OPTIONS folder in the BattleAxe download on how to simply add them.

    Why were Merchants omitted from the game? [OPTIONAL]
    ‘Resource gathering’ via merchants added to the movement chore. Removing them naturally sped the game up. Players can have merchants in the game if they enjoy this feature. Resources have been intentionally placed on every campaign map just in case players put them back in the game. Merchant income from resources has also been increased. See the OPTIONS folder in the BattleAxe download on how to simply add them.

    Where are the Inquisitors, Heretics, Witches, and Priests? [OPTIONAL]
    Heretics and Witches numbers have been limited in the game due to the varying campaign sizes. Their occurrences are infrequent and should be considered misfortunes of war if they harass your region (temporarily). They can be dealt with by using other means – assassins. Inquisitors have been omitted. If you prefer to have priests in game, please consult the OPTIONS folder in your BattleAxe download.

    Why were the Papal States (Pope) omitted from the game?
    To bring the Crusades and Crusading Order faction directly to the player. The Crusading feature and victory conditions required an alternate solution to Jerusalem.

    You added new settlements but also repositioned or removed some, why?
    Some settlements were repositioned or removed to reduce siege battles and increase field battles. An effort was made to place settlements or regions outside of a one movement turn siege strike, from settlement to settlement. That is, it will require an army at least two turns to be able to reach and engage in a siege when moving from one settlement to another. Only Generals (army) with movement bonuses are able to reach another settlement within range and within one turn.

    Why were some settlements rearranged or removed from the African regions?
    The main fight is not in the lower desert region and not on the flow of army traffic along the Mediterranean coast. The regions are now adjacently placed in a pattern easier for the AI to interpret and follow. Please note that units cannot venture into the Saharan desert regions of Africa and the lower Syrian Desert regions near Baghdad on the campaign map.

    Why were the Hafsids (Tunisia) and the Kingdom of Georgia (Caucasus region) included?
    The Hafsids were included to create some continuance and opposing pressure on the corner factions, the Moors and Egypt. Also, to create some pressure on Sicily and a religious threat on Rome and Europe. For similar reasons, Georgia was included to create some continuance between Central Asia (the Mongols) and the Anatolia (the Turks) region and to introduce another culture to the Outremer campaigns.

    Why were forts omitted from the game?
    The AI mishandled their use and AI armies would often just stay within them at the expense of defending their true settlements. Forts caused havoc among AI decision making or path finding.

    How are we to counter any pirate ships blockading our ports?
    Piracy has been very much limited in the game. Occurrences are infrequent and should be considered misfortunes of war. The pirates will eventually sail off. If you prefer to have ships in the game, please consult the OPTIONS folder.

    Where are the catapult ranges and why have siege construction costs increased?
    Before, ballista and catapult ranges could be built at the same large-town level. The catapult ranges now require the city level to be constructed. (i.e. large town – ballista range: 2500, city – catapult range: 5000, large city - trebuchet range: 7500) This has been changed to discourage over deployment of siege units by the AI. Further, siege type range construction costs have been increased (see above) to surpass the costs of barrack type buildings in order to encourage the AI to build barracks type buildings before siege ranges at each settlement level.

    Why can’t I recruit any units at walls?
    All units now require a barrack type building for recruitment. Each barrack, stable, or range level offers at least one new unit. Only special elite ZoR/AoR units are available at walls.

    Where are the Templar, Hospitaller, and Teutonic knights?
    They are now part of the Crusading Orders faction. You can recruit dismounted Knightly Order units throughout the campaign map at select settlements. If any Catholic/Orthodox faction dares to travel to Outremer, they can recruit the Knights of Antioch and Knights of Jerusalem in their respective cities.

    Can you build all Templar, Hospitaller and Teutonic Chapter Houses as the Crusading Orders?
    Yes, you have many options. However, only one type of Chapter House (building path) is possible in a settlement. If you build a Templar Chapter House you can only get Templar units. You can build a Hospitaller or Teutonic Chapter House in another settlement and get those units too. Unique elite units are available at each 3 Chapter House HQs. The campaigns have already given you some Chapter Houses at the start which are based on historical observation. Also, please note that some units are only available in the Baltic or Outremer regions.

    Can I play Hotseat multiplayer campaigns?
    Yes, enter the Multiplayer menu and select “Hotseat Campaigns”. To choose your campaign and factions you must exit the Multiplayer menu and enter the Single Player menu and begin to select you campaign and then factions as you would normally do for non-multiplayer campaigns. It’s that simple. See the accompanying guide in your OPTIONS folder for more details.

    Is BattleAxe historically accurate?
    Yes, mostly. All matters pertaining to history were researched. However, some decisions have been made for the sake of gameplay to include factions that may not be accurate or slightly inaccurate for a time period or region. Some examples include the Mongols (Golden Horde) in the 1140 Grand Campaign. The idea was to make the faction playable and/or a threat (sans script) to the Baltic region by early 13th CE. Another example is with the smaller campaigns. An effort was made to include as many proximate factions as possible or plausible to force the fight with as many AI as possible in a small setting. You’ll find some more. BattleAxe is a different beast and hopefully you’ll consider it as such.

    What Victory Condition (VC) changes have you made and why?
    Victory Conditions have been changed to include the requirement of capturing at least five key settlements and/or faction elimination. At lease one of these five settlements includes a faction’s own Capital so there is no fleeing from its historical homeland. The key settlements are also a VC to the other local factions so there will be a struggle for the same key settlement among other factions. Long Grand Campaigns for Catholic factions require the additional capture of Rome (not Jerusalem). Constantinople and/or Jerusalem are other Long Campaign VCs for Orthodox and Islam factions.

    Battlefield

    Why were archer and crossbow ranges increased?
    To make them slightly more effective and to introduce a scaling of archer unit ability. The maximum range for archers (longbowmen) is still 160 but the minimum of 120 no longer exists. Archer ranges are now set at the peasant level 130, superior archer 140, and elite archer 150. The difference in 10 range allows a unit to release an additional arrow before melee. Archers do not fire faster, but they have the opportunity to release one more arrow before engagement. Typically, each Range Building level r1, r2, r3, introduces a new unit with increased range ability. (r4 level is typically a mounted unit of range 120)

    Why was the armor piercing (AP) ability removed from longbowmen units?
    Longbowmen already had an advantage over other bows in superior accuracy and range. AP is better left as a benefit for the slower firing crossbowmen. Longbowmen availability was limited primarily to France and England in the game. Including mounted archers for these factions was also a contributing factor to removing the AP attribute.

    Why does it appear that there are no armor upgrade models for some units?
    Some models were changed or omitted in order to retain a unit’s unique look or to remain consistent with a faction’s “look” (e.g. crusading units). Units still receive any armor bonus.

    Why can’t my ballista target settlement walls?
    Ballistae ability to damage walls have been removed in order eliminate their use as a siege unit and resulting protracted siege standoffs. They are to be principally used as anti personnel weapons.


    Why were the phalanx and secondary weapon removed from halberdiers?
    The halberdiers had several mobility issues. The halberdiers can now move at regular speed, charge with weapons pointing, and respond to commands in a prompt manner. Also, their mass has been increased and they have been given a spear attribute to help compensate for a slight sacrifice in performance versus cavalry.

    Why were unit costs simplified?
    Unit costs were simplified to illustrate a clear progression of unit level ability and improve balancing within and among factions. Players can study unit roster patterns and balancing among the factions from the BattleAxe Unit Guide.

    to be continued...
    Last edited by brandybarrel; April 05, 2011 at 09:33 PM.
    brandybarrel's BattleAxe and Unit Guide Links:





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