Empires and Tribes

Empires and Tribes

Rolin 14 Jan, 2024 @ 12:54pm
*STONE* Towers
Why, in the name of all that is holy, can archers RAPIDLY destroy a stone tower by flinging arrows at it?

And why do my enemy's archers have greater range than the garrisoned archers I have defending the tower?!!

NERF MELEE AND ARROW DAMAGE TO STONE BY .95X and increase garrisoned archer's range, or what point is there to building defenses???
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Rolin 14 Jan, 2024 @ 1:05pm 
I really want to love this game, and have been looking for a first/third person RTS game that delivers many of its features. The experience of walking through a city you've built is top notch, until the game crashes for no apparent reason.

I really want to write a favorable review on the store page to support the studio, but between ridiculous immersion destroying 'features' like archers taking down stone towers, and the many, many crashes to desktop I experience in late game (100+ population cities) play, I'd rather persist in writing forum comments than leaving a less than positive review, because I desperately want this game to succeed and become more playable.

Devs, if you are reading this, PLEASE turn your focus to improving the stability of the game you've made, and proceed with extreme caution when it comes to adding more buildings/production chains/junk that will introduce more bugs and more crashes. You guys rock for delivering what you have with this amazing concept. Be wary of piling more stones on a faulty foundation!
White Vertex Studios  [developer] 15 Jan, 2024 @ 5:43am 
Hello Jack, thank you very much for your feedback. We will look into the bug with the high damage of the archers and the low range of the stationed archers. Of course, this is not intended. Basically, we have decided that units can also knock down stone gates and towers for the following reason: Since we are taking the approach of an organic gridless city builder, there are an infinite number of ways to build defenses. However, if these could not be torn down, there would be the possibility of walling off the AI in thousands of ways or completely blocking off sections of the map, which would quickly make the game against the AI meaningless. For this reason, we opted for the strategically reasonable version, although it is not optimal for immersion. We have also read your report on the frequent crashes and will get back to you on this.
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