Mod idea: Medieval Annihiltion - Page 2

Mod idea: Medieval Annihiltion

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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panzeriv2
Posts: 208
Joined: 12 Aug 2008, 12:02

Re: Mod idea: Medieval Annihiltion

Post by panzeriv2 »

Why do cannons and archers co-exist ( esp. in the medieval times)?

LOL I'd rather change "Infantry Base" to "Camp" or "Barracks"
The "advance" word is too....well, modern? :P
Google_Frog
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Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Mod idea: Medieval Annihiltion

Post by Google_Frog »

Because cannons take a long time to reload, have good range and enough weight to knock down walls. Well trained longbowmen could fire dozens of arrows a minute.

I hope you're not going to remake TA with a medieval theme. TA already exists, make something new.
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