@The Dark Lord: How many bowmen did you have shooting and how many crossbowmen did he have? Saying "7 axefighters could beat 2 swordfighters" is the wrong question since those are your losses, not the number of men you each had. Losses are naturally distorted by the snowball effect as I'll discuss below. But lets say you had 10 bowmen shooting and he had 7 crossbowmen shooting. In that case imagine 7 swordfighters attacking 10 axefighters. The swordfighters would probably win, and losing 7 axefighters in the time he lost just 2 swordfighters would be expected results IMO. Of course I think bowmen need a bit of a boost, but in a "bowmen vs crossbowmen" shoot-off crossbowmen are always going to be considerably better, in the same way that swordfighters will have a significant advantage against axefighters.
Also note in KaM battles tend to snowball, once one side loses a few casualties they get crushed because the enemy surrounds them. In the case of archers this means they are shooting less than the opponent because the opponent has more men left. That's why casualties tend to be higher than you might expect if you only look at casualties. Once one side has lost a lot more men than the opponent they are somewhat doomed because they lose their ability to fight back, and thus the remaining men are killed quickly and easily. IMO this is one of the things that makes KaM battles great, since if you make a bad decision you can lose a lot of men while the opponent doesn't lose so many. It's far more interesting (and probably more realistic) than games like Age of Empires, Dawn of War, etc. where snowballing isn't so significant due to the different combat/HP system.
I've tested decreasing the aiming delay, it seems to work well. Previously in r3392, r4001, etc. for every 10 arrows the bowmen fires, the crossbowmen would shoot 8. Now when the bowmen shoots 10 arrows the crossbowmen only has time to shoot 6. (note that all these numbers are the average case, there are random elements) It's hard to tell whether this is too much or not, so I simply suggest we test it at the same time as testing the shields patch. It will probably take many iterations to get all this stuff right.
it would also be nice if archers caused a bit more damage to structures, making it a more useful unit in the game, specialy for taking down towers
That will naturally happen with a decreased aiming delay. Each arrow does a fixed amount of damage against buildings (all ranged weapons are the same) so if bowmen shoot more quickly than crossbowmen they will be better against buildings. In fact they already are in r3392/r4001/etc. since bowmen shoot a bit faster already.
We won't be changing the speed of units in the game because it will look bad with the fixed animations. Also Stronghold had this and I really didn't like it, I didn't find it a fun game mechanic that my swordfighters took twice as long to get somewhere as my militia did.
@PAKER: If you want to make a new topic about archers having longer range on hills Krom and I will explain in more depth why we won't be implementing that. This isn't the right topic.
@Bo: A while ago we tried range effecting accuracy/damage, and I personally didn't think it was a fun mechanic. I was constantly worrying about what distance my archers were from the enemy to make them as effective as possible. And it's unintuitive to the player, you can't tell what's going on if somebody hasn't told you about it.