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A cav archer thus can become a villager by deleting once and then unequipping its bow. These units survive after their horse dies, and become bowmen (archers with no auto attack). Cavalry archers become available in the castle age. Massed archers behind a wall is a common defence strategy. The archers have better range but lower attack than the crossbowmen, and also lower accuracy.
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The equipping system is the first of its kind but I do hope a more talented modder can show me how to improve it?Īt the request of users I have added units for production at the barracks, archery range and stable.
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This might be because they are villagers or might be because they are priests, in the underlying code of the game there are class characteristics which can't be changed. I don't believe I can make it so they do. None of the equipped units have auto attack. Other equippable items are the gun, bow and arrow, sword and shield, medicinal plant (heals you), cannon, and crossbow. Keep in mind attacking zombies tells the zombie player where you are. The best thing to do is send them as far away from you as possible, or delete next to a unit that can attack it. However, infected units can't do anything else but lose HP and eventually turn into a zombie. Infected units look like villagers and can even board transport ships (look out or you will spread infection to your allies base if you retreat there after a chaotic attack). If your unit loses all it's HP, that unit becomes infected.
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These units are exceptionally powerful against scattered zombie units, but begin losing HP rapidly if attacked by multiple zombies at once. If you pick up a horse for example, you become a mounted unit that looks like a scout. Several items are scattered around which you can pick up with your villager to gain additional abilities. Map revealers have been provided showing that you are indeed surrounded by 5 mausoleums belonging to player 3 (the zombie). If you are not player3, you will start with 3 vills at the center of the map. Regular zombies only need a good head shot for a kill, hence their relatively low pierce armor and greater resistance to melee units (just for balance). They are weak against melee units, as these zombies must be killed by dismemberment. These zombies are strong but have more health, pierce armor, and stronger attack against walls. The second type of zombie is the Necromorph. For this reason it might be wise to allow the players to boom a little bit and build population as it will all be meat for you, if you manage to break through their defences. You can infect other players by attacking their units to get more of these zombies, earning 25 food per kill in the process. Don't make more than you need as you have limited food to spend. There are regular zombies which you can train to get a head start in the early game. Take out all the buildings and the zombie player can only multiply by killing more player units.
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Also the mausoleums are spawn points for free zombies (like CBA). The hunter (player 3) has 5 mausoleum buildings where zombies are created. Recoloring when slots are empty is a waste of time. It is ok to have empty slots after the third player. There should be no empty slots between players 1, 2 and 3. Players 1, 2, and 3 should have their colors in order, the rest don't matter as far as I can tell, the triggers are the same so it should work if players after 4 want to change color. All Players should choose team 1 except for player 3 who should be team 2 or just team - (hyphen).