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Thread: Is the 2handed units bug fixed in kigndoms?

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  1. #1
    Yojimbo's Avatar Pig tail Sock
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    Default Is the 2handed units bug fixed in kigndoms?

    Because the Lithuanian axemen seem pretty weak for what they are. I'm getting crushed by the teutons and don't know what to use they destroy anything.
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  2. #2
    eggthief's Avatar Praepositus
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    Default Re: Is the 2handed units bug fixed in kigndoms?

    2h axes are gimped, go for 2h swords they're way better.

  3. #3
    Yojimbo's Avatar Pig tail Sock
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    Default Re: Is the 2handed units bug fixed in kigndoms?

    Quote Originally Posted by eggthief View Post
    2h axes are gimped, go for 2h swords they're way better.
    What they STILL didn't fix them? what the heck am I meant to use again the teutons then?? the Lithuanians don't have 2 handed swordsmen. All their units that don't suck are axes. Wow and i thought i hated creative before. Somebody needs to BURN for not fixing this. Serious i am so fed up if their office burned down id laugh so much. if I had the cash I would sue sega for false advertising.
    Last edited by Yojimbo; July 01, 2008 at 07:35 AM.
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  4. #4
    eggthief's Avatar Praepositus
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    Default Re: Is the 2handed units bug fixed in kigndoms?

    Wow, such mean thoughts about a simple bug in a game? Remind me to never get on your bad side.

  5. #5
    Yojimbo's Avatar Pig tail Sock
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    Default Re: Is the 2handed units bug fixed in kigndoms?

    Quote Originally Posted by eggthief View Post
    Wow, such mean thoughts about a simple bug in a game? Remind me to never get on your bad side.
    well geez 2 patches and an expansion and they still haven't fixed a bug that makes allot of factions strongest units useless, i.e about a quater of them? Some factions like England are no good either as theuir bills and their toughest two handed knights are useless. That's pretty darn sad don't you think? I feel cheated and they post on this board talking about their latest game when the last is in such a state. I just hope the new engione means the battle system wont suck again. I can forgive one bad game in a series of great ones but not two.. I will try those mods you said about however. Thanks.
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  6. #6
    Old Geezer's Avatar Senator
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    Default Re: Is the 2handed units bug fixed in kigndoms?

    The 2-handed bug ain't nuthin' compared to the pikemen-switch-to-rubber-knives-1-second-after-melee-begins bug. At least they tried to fix it up some.

  7. #7

    Default Re: Is the 2handed units bug fixed in kigndoms?

    Quote Originally Posted by Old Geezer View Post
    The 2-handed bug ain't nuthin' compared to the pikemen-switch-to-rubber-knives-1-second-after-melee-begins bug. At least they tried to fix it up some.
    You are so right... these pikemen annoy me! Why they dont use their pikes and take this silly sword?


  8. #8
    eggthief's Avatar Praepositus
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    Default Re: Is the 2handed units bug fixed in kigndoms?

    hehe, well I prefer pikemen underpowered compared to their overpoweredness with some mods.

  9. #9

    Default Re: Is the 2handed units bug fixed in kigndoms?

    I still don't get why people say 2h axes are bugged! For me, 2h axes = dismounted cavalry. Use them to repeatedly charge the enemy flank. I've had them bring down friggin' ELEPHANTS when they charge. 2h axes do very poorly a long melee so don't keep them engaged for too long.
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  10. #10

    Default Re: Is the 2handed units bug fixed in kigndoms?

    Quote Originally Posted by Surgeon View Post
    Use them to repeatedly charge the enemy flank.
    The important note is that you attacked from the sides. They should be able to stand up to sword infantry by themselves, head on. But that's when the bug kicks in. If you attack from the side or rear i lessens the bug's effect because you are fighting less people ( everyone will not turn around to fight ).

  11. #11

    Default Re: Is the 2handed units bug fixed in kigndoms?

    See, that's the part I'm either missing or don't understand: "they should be able to stand up to sword infantry head on". Says who? They're a different category of unit, they're not an upgraded version of your basic sword-and-shield heavy infantry. In a head-on charge they're pretty much guaranteed to wipe out the entire front row of enemy soldiers, but they have a drawback, and that drawback is poor melee skills.
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  12. #12
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Is the 2handed units bug fixed in kigndoms?

    Ehh... which bug are we talking about?
    Sure, the an axe unit with attack 12 isn't as powerful as a sword unit with attack 12. But axes have charge 7+ while swords 3-4. The woodsmen are very, very good.

    Oh, Varangian suck BTW. The Alamanoi are way better.

  13. #13
    eggthief's Avatar Praepositus
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    Default Re: Is the 2handed units bug fixed in kigndoms?

    alhoon, u are completely clueless on what the bug is. The problem is their animation speed, it doesnt allows them to kill anyone.

  14. #14
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Is the 2handed units bug fixed in kigndoms?

    Yeap, I have seen their attack speed is lower, so they're not as effective as other weapons. That's the "bug" we're talking about? I think it's realistic since a swing with a two handed axe, reposition, swing again takes far more time than with a two handed sword IMO.

  15. #15
    eggthief's Avatar Praepositus
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    Default Re: Is the 2handed units bug fixed in kigndoms?

    Yes, but a peasant shouldnt be able to block a 2h axe so easily and the length in which weapons reach are rather unrealistic as well as a peasant's dagger goes just as far as a 2h axe.

  16. #16
    Decanus
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    Default Re: Is the 2handed units bug fixed in kigndoms?

    With the the engine something with a lower attack but a higher overall defence wins. I guess this is because the 2h unit hits the other unit taking away a large amount of health but not killing it. Then when the higher defence unit attacks its lower attack is still enough to kill the other unit. This is really the same for most things in rome but you don't notice as much as there are alot less 2h units

  17. #17

    Default Re: Is the 2handed units bug fixed in kigndoms?

    eggthief is correct, animation speed is the main issue. To see it for yourselves, simply run a single player match up of two units and note the prepartion of the axemen's strike.

    It can take them a full four seconds to rear back and prepare to swing. This can be interrupted by the attack of a faster unit, either killing the axemen or resetting his attack.

    I'm not a medieval warrior who trains daily, but I assure you that I can swing an axe or claymore (I have two; one stainless and one iron) in less than 3 seconds. I would imagine they could do so better than I.

    The 2H claymore units have a number of attack animation options, some faster than others... so they fare somewhat better. But speed of the animation is the overall factor for nearly all 2H units ineffectiveness.
    ----------------
    The exception is the 2H canon unit, whose animation speed makes them the equivalent a living food processor.

  18. #18

    Default Re: Is the 2handed units bug fixed in kigndoms?

    I never have any problem with them, I actually prefer the billmans and english knight(poleaxe) over the Armored swordsmen myself.

  19. #19
    eggthief's Avatar Praepositus
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    Default Re: Is the 2handed units bug fixed in kigndoms?

    play SS I'd say, you've never seen em so overpowered before.

  20. #20
    Double A's Avatar person man
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    Default Re: Is the 2handed units bug fixed in kigndoms?

    What if SS is too big for my PC? What's the next best thing (that isn't broken crescent)
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