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vehicles workshop--cheating?

PostPosted: 24 Dec 2008, 06:01
by Ben
Hi everyone,

I have always wondered, is making siege weapons fair? The ballista are way to powerful in my opinion! They seem to take the fun of making iron armored soldiers away.

PostPosted: 25 Dec 2008, 05:11
by Lewin
Hmmm... I think it is fair. Sure, they are super powerful but I don't think it makes the game unbalanced. They are very slow and very weak meaning they can be quite easily killed. They are also quite expensive and slow to build.
So mostly I think they are fair. After all, it takes a very long time to make a large number of them and even then they can be quite easily killed by charging or shooting them.

However, I still don't know if they really fit in with KaM. They are not really like the other KaM things.
Lewin.

PostPosted: 25 Dec 2008, 06:24
by Krom
IMHO they don't fit into KaM. Beside they look stupid - operating themselfes, just like robots :D

PostPosted: 25 Dec 2008, 13:20
by Litude
The "doesn't fit into KaM" is probably partly because everyone got so used to TSK that the sudden addition of units like these years later (obviously most people got TPR a lot later than 2001) felt ways off.
Personally I hardly use siege weapons 'cause they are so slow to build, and having a huge troop of crossbowmen firing their bolts on the enemy is just so much more enjoyable for whatever reason :).

PostPosted: 25 Dec 2008, 14:42
by Sir Peter
I know in which mission they are cheating, in 13. mission of TPR, as I already mentioned here. :P

PostPosted: 27 Feb 2009, 02:56
by Marcus Antonius
Well, I think siege weapons should fit in any kind of medieval warfare game. In fact, I believe siege warfare should be enhanced in the next instalment of the game, making'em essential in taking heavily fortified feuds and walled cities.

The manufacturing process of a siege weapon should, perhaps, be more complex. Like, having the vehicle workshops produce wheels and other parts prior assembling the final product.

Adding a Recruit or two to man the vehicle seems very nice (or maybe a specialized unit for it).

But then again, it wouldn't feel like good ol' Knights and Merchants...

PostPosted: 08 Oct 2009, 02:26
by Ben
I didn't mean that I think they shouldn't be in the game, infact I am glad they are and I'm glad they don't starve to death (for building watch towers like in Nicks mission "Smart"). I just think they are un-balanced. If you build like 3 Vechicles workshops then you get a whole lot of ballista and they kill in 1 hit. In mission 20 TSK I had the hardest time winning untill TPR came out. Then my 40 some axe fighter and 20 bowmen cut through the hunreds of enemy soldiers like a hot knife through butter. I think That all TPR things should be excluded form TSK, they just make it seem so...different. I only use TPR for TSK due to the fast button. Anyway I always make sure you can't build a Vechicles workshops in my campaigns (The only time I let anyone have one is if they start with them).
Anyway that's what I think.
IMHO they don't fit into KaM
I have always wondered what IMHO ment. Could someone tell me please?

PostPosted: 08 Oct 2009, 02:44
by Lewin
I have always wondered what IMHO ment. Could someone tell me please?
In My Humble Opinion.

PostPosted: 08 Oct 2009, 13:49
by Juba
Oh really? *ya, really*

I always thought that IMHO = In My Honest Opinion


I think siege weapons are ok because they're so expensive. I don't use siege weapons unless I have those at start, so it doesn't matter me.