Elephant Run not working in Archery range - ANSWERED

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phoenixffyrnig
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Elephant Run not working in Archery range - ANSWERED

Post by phoenixffyrnig »

Seems like we cannot engage the elephant run ability in Archery Range (presumably the same for Stables too).
It does seem to work properly in towers though.

Also, what would be the chances of giving Elephant Run a cool down of 2 but the "removed after move" tag like Geass move? Or is that another one for my imbalanced suggestion collection :)
Last edited by phoenixffyrnig on Sat Oct 09, 2021 5:40 pm, edited 1 time in total.
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makazuwr32
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Re: Elephant Run not working in Archery range

Post by makazuwr32 »

Well neither stables nor archery range must let for units to act inside. So elephants must not be able neither attack nor use abilities.

From my view it is not a bug.

As for cd and vanishing after move:
Not sure about details of elephant run effect but if it comes with some disadvantage (like for example armor reduction or no counter attack) than it must not vanish after movement.
If there is no such disadvantage for speed up than i see no actual problems with it.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Endru1241
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Re: Elephant Run not working in Archery range

Post by Endru1241 »

Elephant run is supposed to be an action allowing farther move instead of action.
To smooth transportation, not as war ability to strike faster.
Having possibility to use it a turn before defeats that.
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Re: Elephant Run not working in Archery range

Post by makazuwr32 »

Hm... What if we will add a second effect that reduces attack range down to 0 for 2 turns? This effect will not vanish when you move unit.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Endru1241
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Re: Elephant Run not working in Archery range

Post by Endru1241 »

Then ability would be effectively nerfed for those using it with designed usage.

Possible of course, but I wonder about worthiness of such change.
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b2198
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Re: Elephant Run not working in Archery range

Post by b2198 »

IMO Elephant run is fine currently, maybe even a little too strong combined with a bard and a herbalist (4 or 6 speed, 3 or 2 actions per turn), I would say, I don't think it needs to be stronger in combat than it already is.
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phoenixffyrnig
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Re: Elephant Run not working in Archery range

Post by phoenixffyrnig »

b2198 wrote: Sat Oct 09, 2021 11:06 am IMO Elephant run is fine currently, maybe even a little too strong combined with a bard and a herbalist (4 or 6 speed, 3 or 2 actions per turn), I would say, I don't think it needs to be stronger in combat than it already is.
Yeah, I take it back now after looking into anti cav Vs elephants in the upcoming.

Would be good if we could exit factory at a run though, we kind of lose a turn otherwise - like when we could not transform trebs in castles. Could it be worked around somehow, +2 speed aura for elephants inside a stable or archery range for example?
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Endru1241
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Re: Elephant Run not working in Archery range

Post by Endru1241 »

Upgrade the stable.
It allows attacking from inside, so also ability usage - 1 investment of 3 turns to add some movement.
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Re: Elephant Run not working in Archery range

Post by phoenixffyrnig »

Ah sweet, that works for me. Factory upgrades are rather unused in MP, good to have another reason for them
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