Talk:Development/@comment-24295248-20140114073348/@comment-5395153-20140114232626

I was thinking about giving Swordsmen resistance to Slashing maybe. A lot of the Knight race is based upon heavily armoured troops so it should hopefully fit the theme. The Swordsmen's change in damage type to Piercing should balance that out too.

Dark and Wood Elves already have plenty of ways to resist Husk/Skeleton rushes. The only one with a problem with that should be the High Elves, which is a bit of a tricky situation. To fix the Wood and Dark Elves all I did was move access to certain units down to keep level 2 - for Wood Elves it was Pixies (Sprites and Oakmen were added), whilst the Dark Elves got easier access to Imps. Phoenix aren't really strong enough to stop a husk/skeleton rusk and they also cost loads of Crystal so they wouldn't be very easy to produce at all (unless the player started off with Ancient Wisps). Contrary to the Dark and Wood Elves, High Elves don't have any peripheral units (and Phoenix won't work) so it's pretty difficult to fix their problem. There is a possible situation which just about fits (even aesthetically) mentioned previously by General9913, which is to give the High Elves access to Dancing Swords. The only thing with that is it means even more units are being shared between races, which makes each race less distinctive (the Knights and High Elves in this case). I think the problem will one day be solved by adding a new unit with the source code :).

Also is it possible to reply to previous comments rather than make new ones please? It just makes these comment based forums so much easier to browse :).