Small suggestion: Cretan units should only use pelte type shields. The mini thureos just doesn't look good with the current shield grip.
More hoplite units with Boeotian and Montefortino helmets![]()
It seems that a unit can receive more than 1 armour point from a single blacksmith upgrade.
Apparently, you can add an additional armour point if you repeat the upgrade level in the armour_ug_levels unit entry, up to a maximum armour point increase of 7.
For example: armour_ug_levels 4, 5, 5, 6 gives 2 points at the first upgrade and 1 for the second for a total of 3 extra armour; armour_ug_levels 4, 5, 5, 5, 5, 6, 6, 6 gives 4 armour and 3 armour for a total of 7 armour. If the team ever wants to use it, here it is.
If you guys reach the unit limit, but still have more unit concepts, feel free to remove the Pantodapoi from the game.
Even if you don't have any more units planned, feel free to remove the Pantodapoi from the game![]()
What's wrong with the Pantodapoi?
I don't know. I haven't played a whole lot of campaigns in the core sphere of the Hellenic world, but I am pretty far along in a Saka campaign, and for many of my allied client states in the areas of Baktria, Pantopadoi are a pretty important basic levy unit for garrisoning. I wouldn't know what to use without them, especially as I had some cities being sieged a bit back, and levy spearmen were crucial for holding onto those things.
Hahaha please don't, I've loved the stupid things ever since I had a Carthaginian campaign on EB1 where I held half of Egypt using only Pandas, those were good times. Ever gotten to triple gold chevron Pantodapoi without a rebellion? The things killed silver shield pikemen in single combat, and probably rightly so, I think one unit had something like 5000 kills to its name before I ended the campaign.
I am used to proper infatry, that is true. However, those guys are worse than cannon fodder. Uglier, too.
I gotta confess, in eb2 sarissa wielding units are very lackluster and their defence isn't great either. Infantry just walk right through their pikes and slaughter them. Idk wagwan
To avoid this bad AI behaviour in siege battles, just keep a single unit in the town square. That way the AI won't try to reach it ASAP, meaning going through your lines like crazy. Also, avoid putting units just behind the gates and prefer to defend the streets a bit more far away from this bottleneck.![]()
Ranged weapons need a buff at least when used against unarmored troops.It's just silly to see a unit of half nude greek skirmishers get shot in the back at point blank range by 160 javelins and lose 20 men. Or have a unit of elite archers fire at a bunch of horse archers without any armor and barely kill anyone even if the HA are stationary.Or elephants 2 units of greek skirmishers, hundreds of man,throwing their spears and nothing happens. It's neither realistic nor fun to see unarmored units tank ranged attacks as if they are wearing full armor.
I'll lend my support, for what it's worth, to the idea of addressing this. I understand that EBII ranged units are meant to ​skirmish​ and not to brutally slaughter entire armies by themselves (like the archers in Shogun II and Rome II), but it's jarring to watch 240 javelins rain down on a group of shirtless men only to have 14 of them fall as a consequence. Visually, it looks like it should be absolutely devastating, but that isn't the outcome you get. I understand it's probably weakening the unit (HP and such) and of course lowering morale, but the casualties just don't match the visuals. Coming off a Shogun II binge (where watching arrows annihilate soldiers is half the fun for me), I can't help but frown.
Buffing is probably not a good idea for balance reasons, but might it be possible to tweak the animations? Reduce the number of arrows/javelins visible to the player, for example, or adjust how many men in the unit appear to throw or shoot at the enemy. As it is I force myself to avoid watching my ranged units too closely lest I be pulled out of my immersion.
I've actually had the thought that I'd probably be better off limiting my ranged units to settlement defence and instead using the upkeep I'd pay for adding more to my army to support an extra unit or two of cavalry instead. I won't do this for historical reasons, but I suspect I'd probably win battles faster and with more enemy dead if I were to forgo ranged entirely. They just don't seem to make a decisive contribution the way I use them (screening my line, attacking enemy skirmishers/ranged, then falling back behind the line to await opportunities).
About the Pantodapoi, last time I did a Seleucid campaign, they were one of my most used infantry unit in the game, always serving as garrison in my cities, which was their role.
Nice to know that you have a good experience in sieges Jurand. I actually have plenty of siege experience because I love to see the cities and buildings so I almost never auto-resolve those battles and one of the good things about those type of battles is that you can actually loose when defending a city, walls do not guarantee victory. Still, it will be better/harder in future versions because the team will include the ideas of the sieges submod.
I second the motion to include the sieges submod into the EBII !
Yes, the walls don't guarantee victory but they should be an advantage, nevertheless. In my experience, the walls in the more recent TW games don't provide much value for the defender. Sometimes it's even better to withdraw and let the enemy enter the settlement (and the youtuber Legend of the TW shares this opinion, as I could see in one of his campaigns I've checked). This is because they prevent the player from his main tactics - maneuver and concentration of the forces to make a breakthrough. It's usually a crude force that wins. I've had a few great defensive battles in the SSHIP - some were lost, but some were won even against a superior enemy.
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