Only thing is, some reported , alleged, or rumored before that the chickens were moving around pre-launch. If true, they are already rigged and animated, and were made immobile for launch, maybe to save on PC resources or something. I’d say 4 years later, PCs are better equipped to handle animated chickens So they can maybe find those old files and activate them
To rig and animate a horse would be pretty easy. They already have a template they can copy over from existing cavalry military units and tweak, too.
Yes, time will tell… I was asking for more variety in the maps and they listened to me with the points of interest… I was asking for bandit camps and treasures like in the campaigns, but to start it’s fine… plus they added a new unit for the HRE, which is the Black Rider (Reiter) (although there are still two more missing) and the Teutonic Knight (although that one goes to the Templars)… so for now I’m happy…
At present, 4v4 has a large number of cheating players, a large number of players suffer. I hope the authorities can take effective measures. Otherwise, open the shaded part of the map.
I think my suggestion was less dramatic, aiming to make the game more active on the map, pausing Sacred Sites, and they intolerantly shut it down.
Unlike now, when they’re proposing to take the game to the Warcraft style, moving away from the simulation of the Middle Ages and making it much more fantasy-style, and worst of all, granting passive resources! We already have enough with the huge amount of resources granted by relics and trade, don’t you believe it?
Yes, I say, it is moving away from AoE 2 and looking more like WC3, AoE 3 and EE3 … I mean, it is not that it becomes more fantastical, but it gives more life to the map in general, with more ruins, like the abandoned ruins and outposts or the merchants, ronins and wolf dens … I think it is a good idea and that they are distributing them throughout the map and that the players rack their brains taking them little by little … I like it, it makes it more dynamic and avoids ratting and being locked in one place … before I did not feel like exploring the map at the beginning of the game, but now it does pay off because with the scout / khan / Joan of Arc you can go capturing abandoned outposts to have line of sight on your enemy or fight with the wolves to have pet wolves or gold … and about the generation of resources, well it is controversial, but you have to fight for it and wait how 5 minutes until it finally benefits you, so for cost-benefit it seems fine to me… in AoE 3 they were practically instant upgrades or units, so now I see it as more balanced…
Sure, they said they would do it on these new maps first and then if players like it, they would then extend it to the other maps…
Please PLEASE when we will have a proper UNIT PANEL?
At least let us deselect units holding CTRL or SHIFT and clicking in the unit icon!
I´m sick of deselecting villagers one by one in the battlefield.
I don’t think the technology is being implemented well, because visually it doesn’t make sense, so I assume it’s a bug, and if not, I say it again, it’s not right.
I would suggest that Billmen give spearmen a Bill in both Regular (I) and Hardened (II) versions, but not take it away from the Veteran and Elite as is currently the case.
More would be a Mongol variant for hereditary reasons:
The Mughals were practically a subfaction of the Timurid Empire, led by Babur, who moved to India to invade after being expelled from Persia.
They managed to defeat the Delhi Sultanate and took control of most of India from it. In fact, they were enemies of Delhi.
Ethnically, they were descendants of Mongols and Turks, hence their name “Mughals” was an informal way of referring to them as “Mongols.”
In fact, in their early stages, they were nomadic like the Mongols, but as they conquered India, they became sedentary. Even so, they retained certain nomadic aspects, such as the “Wandering Court,” since the capital was not in a city, but in a “mobile city” that constantly moved around India.
They built quite a few landmarks, many of which are the ones used by the Indian civ in Age of Empires III, including the Taj Mahal and Agra Fort. There’s also the Jama Mosque and the Tomb of Jahangir.
For all these reasons, I see them as a civ, which could be a variant due to its Mongol ancestry, rather than its mechanical origins (similar to the Templars). However, most of their military units may use Persian as their language.
Unique Units:
– Sowar - Unique horseman with better HP and armor.
– Rocket launcher - Replaces the mangonel. Fires a rocket. Good against ranged units, but weak against other units.
Marzabdar - Various types of support and military units, available in heavy, light, ranged, and cavalry infantry models. They boost the Attack and HP of nearby units of the same type by 10%.
Gajnal Elephant - An elephant with a light breech-loading cannon on top. It can deal siege damage to buildings from a distance and has a lot of HP. As a weakness, it counts as siege, cavalry, elephant, and heavy units, and receives extra damage from all units with a bonus against this (horseman, crossbowman, spearman).
I think it’s an anti-infantry unit, realistically. I’ve looked into it once, and it doesn’t make sense as a siege unit, unless you know something I don’t.
Well, they had an elephant with a “short” breech-loading cannon, which was more “anti-personnel” than anti-building, so yes, it could have been anti-infantry, although nothing rules out the possibility that it could have been used to destroy simple buildings. Perhaps as a replacement for the springald? Hehe, there are many applications.
The fact that elephants were already “very difficult” to kill, and that one could even “attack at long range” with a cannon, made it even more terrifying; but in theory, the cannon took up so much space that, aside from the howdah and the gunner, it might not have defended itself well, except, of course, for the elephant itself to kick or use its tusks.
Now, the point is that the unit “existed” and was quite useful to the Mughals; its in-game “stats and bonuses” are debatable.
It’s worth considering that since the Mughals were “late” civs (1500-1800). The thing is, since the Mughals had quite a few unique gunpowder units, you have to find a role for all of them (muskeeter, zamburak, Gajnal), so that none of them overshadows the others, or at least has a use for each situation. I’m already considering several changes to replace weapons that they possibly didn’t use anymore because of that, such as a gunpowder unit to replace the crossbowman, or the rocket launcher to replace the mangonel.
Your research was so cool, it would be great to post a concept of civilization or variant for Mughal, just so that this content doesn’t get lost here on the forum.
I don’t know if you’ve already made a topic about it… but congratulations, I’d like to see them at some point in the game.