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Thread: Barbarian gate cap zone

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  1. #1

    Default Barbarian gate cap zone

    Something has been bothering me greatly. The location of the capture zone on the Barbarian city gates its too far forward. The moment ONE unit set foot beyond the gates its virtually impossible to hold only the gatehouse. The oil stops spilling and the towers stop shooting. Infact most of the gatehouse control zone is outside the gate threshold itself.

    Moving units in to hold it is a nightmare, the unit pathing simply does not work. 90% of the time units will run away from the gate allowing the enemy to rush in. It makes Barbarian gates littleraly a liability, because with DeI's increased gatehouse damage to torches, it takes a couple of tosses to burn down the gate and a couple of seconds later the gate is captured or neutral.

    is it at all possible to move the capture zone behind the Earth Ramp, similar to how it is in Shogun 2?

  2. #2

    Default Re: Barbarian gate cap zone

    CA didn't release any tools to edit maps sofar.

  3. #3

    Default Re: Barbarian gate cap zone

    Yes, boiling oil is useless. Once the enemy gets one man through the gate, it stops. And that seems to be true for all cities, not just barbarians. Sieges and siege assaults were so much better in Rome one. How Ca could mess up the siege assaults so badly, with many other bugs, that it boggles.

  4. #4

    Default Re: Barbarian gate cap zone

    The mechanism by which a unit of cavalry armed solely with spears can spend a couple of minutes in front of forty-foot tall gates and just have them collapse into burning ruins is also questionable. Could that be removed? Or at least have an extension of the time required to do permanent damage?
    ...ceterum autem censeo Carthaginem esse delendam.

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