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  2. Besides 0ad, I've been diving back into World of Warcraft lately—the classic experience just hits different. When I want to focus on endgame content rather than grinding, I sometimes use a reliable resource to buy wow gold to save time. Also been enjoying Valheim and Deep Rock Galactic for something completely different! What about you?
  3. What you do before the reforms plays a role. So if you are training spearmen, they don't turn into legionaries, but conscript spearmen. So if you want the reforms to be more of a power spike, you will want to train swordsmen before it, and if you want to retain your eco, train more spears before it.
  4. I like the idea with ptol library in p2, but I feel like maybe a slight cost addition and significant build time addition is necessary. Ideally it can be buildable in p2 but not something that can always be built immediately upon reaching p2. It should be a challenge to time its construction between eco or military techs in order to maximize value.
  5. Today
  6. Interesting analysis of the economic impact. I have seen some players use it akin to the revolt option in Age III or Flemish revolution in Age II, basically a power spike for an existing army which they then throw at you. And unfortunately not everything works correctly currently, eh the missing attack animation on auxiliary lancers and the legionary keyword for first cohort champions. The second is more significant as it impairs the synergy between centurions and the sword champions. The main attraction though of reforms has been the onagar, which honestly gets let down by the drastic shift in eco and the need to often restructure that eco so you can keep doing things, often inefficiently. So while I like the concept flavour, I do wish Onagars where separate and paywalled like champions are rather than having to mess up my entire eco every time just for the option of building them
  7. Aslan quit a rated 1v1 without resigning commands.txt metadata.json
  8. Hmm, probably increase per alpha would help us gauge other interesting things. But 300 seems a stretch. But there's no way to tell.
  9. I'd guess 300 a week and 50 per day. But my guess is as good as yours. The development over the alphas would be interesting.
  10. @Classic-Burger I use 25-30. Atleast at my level, (1400, whatever that might mean) it works against enemies. You can snipe away cavalry, and a few spearmen close by is easy counter to melee cav civs. You can camp around the enemy with archers and elephant. But the sight and vision that you mentioned would be fun, but I think it's not completely fair since you can't tilt the camera to ground level to look at the forest floor. Hiding watch towers is interesting too, but easier to spot. Is Praetorians a different game?
  11. Hmm, I see. I meant the number of players only. How many would you put the number of players at? I'm guessing it's about 50 per week and 30 in a day?
  12. No, only of the games that I played. One can not really extrapolate from that, because on different times there's a different number of players. I'd need a long log of the lobby chat. This has been done afaik, but I haven't seen it. As I heard during covid there were more players (I had a big break then). But since I play (a15/a16) it's about the same number of players in my perception.
  13. I think it can be done with a good number of archers. I don't think it would be effective; I remember using Kushite archers behind a line of spears and pikes. But making a "Rush" without riders and without melee infantry to hunt lumberjacks seems difficult to me. And expecting the enemy to have no cavalry. Unlike AoE, cavalry is more prevalent in this game. Skirmish cavalry is quickly available. This is where you have to do some work to differentiate all the missile CS units. In the current game, cavalry is the best option to rush/raid farms and lumberjacks (warehouses). It would also help to nerf the LoS and introduce technologies to improve it again. This would make the enemy feel claustrophobic from not seeing anything and having more blind spots. It would be interesting to be able to hide archers and skimishers as it happened in Praetorians.
  14. Ideally, there should be different ways for archers to be good, not just one way. Changing the subject, the champion pikes need to be better, I never chose pikes in a Seleucid reform.
  15. With Mauryas you could do it almost the entire game, dancing around nearby woodlines. Of course you need to really work it to the point where the enemy pocket comes to help. Thereby giving your ally all the time advantage to roll them at minute 12-13. In 1v1s you can do both. Slowly adding melee when you're ready to capture. But it needs to be quick wherein enemy does not get eco time to tower all sides of the base. You could also do a small 3-4 minute rush and possibly take a barrack, retreat back and ecobot. I've also tried doing Mercenary archers with Athens, Seleuids, Ptolemies and Macedonians and have had relative success and failure. Latter being due to my own mistakes. But all are fun strategies.
  16. I think all archer civs needs boosting to encourage better and diverse strategies. We can exclude Persians since they have javelinners, but then we could keep them as an outlier archer civilization since they don't need to rely on archers. Same with the Carthaginians who have mercenary slingers, but Carthaginian players who ecobot are almost always a burden on the team. But I'd like archers to be boosted in some way to encourage archer-centric strategies.
  17. @ffm2Interesting statistics. Do you know what the numbers are for active unique players per day, week and month? (Maybe 1 game and/or more)
  18. Yes. When metal surplus, also with Agis Neodomades are extremely cheap. Very very cheap. 50 food 35 metal. You could use them to quickly repop all spearmen maybe little javs. But usually the game never lasts that long and Neo Hoplites do not provide any decisive advantage to break end game.
  19. @Classic-Burger in more high-level multiplayer games, 200 population might be reached by 11-13 minutes. Typically rushes in these games are between 2 and 5 minutes.
  20. Not a long one. I don't know how long an archer rush would take in practice. Many matches last 30-40 minutes.
  21. shouldn't game be close to over around 20 min!?! at least 1x1 IMO
  22. Yesterday
  23. I think I should clarify that the concept of "archer rush" I have in mind is in a early stage between phase 1 and 2. Probably within 20 minutes or so.
  24. athens champ archer spam is viable no? maurya champ archer spam is good too. Some persians play immortal (cheap archer champ) Kush are ok tiers. Merc cav available. Champ cav in stable, feature of pyramide, bonus heroe ok, large choice of infantery melee, siege tower available, tanky building with tech. Maybe one die we see a proplayer use elefant? but other civ do it better i think but stone dependant for go in a lot of way.
  25. According to @Nescio, the genius that brought us a24 and all the most hated features of a25, that makes it a useful building. What was done to the wonder made zero sense and it should change back or be made otherwise useful. Personally, I think wonder should be made cheaper so there is actually a decision point at the start of p3 where a player decides to (1) push fast with CS, (2) spam champs, (3) get wtf, or (4) get extra pop with a wonder. All four should be valid choices but right now only the first two are viable
  26. you should check out historcal mod, we worked on some of these, and Ill talk to the group about incorporating even more!
  27. Neither of them excels in archery. There should have been one and the Kushites had that reputation as tough warriors for centuries. What are the Kushites good at?
  28. We are now on mod.io!! Please if anyone wants to try it out let us know what you think! Also if you are a history buff or just enjoy history and want to give us more ideas/help us improve the mod you can join our discord server! https://discord.gg/Kg7b8bKr
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