Jump to content

amadeus

Community Members
  • Content Count

    17
  • Joined

  • Last visited

Community Reputation

5 Neutral

About amadeus

  • Rank
    Discens

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The naked fanatics cannot gather wood, they are elite. As of skirmishers have the exact gather rate, but more movement speed than slingers, they do have an advantage when gathering anything. However, it kind of seems like a small advantage.
  2. amadeus

    Countering rams

    Attack him before he manages ot build rams.
  3. I have looked at the skirmisher description in game: 0.8 wood gather rate, same as slingers. Do skirmishers have a better movement speed in general, this is why they gather anything better than slingers, as they move faster to the drop point ? Maybe because the tavern building gives 10 pop bonus, could it be that this is why people believe you can expand faster with gauls ?
  4. Why is that (they have same advantages as Britons minus the initial slingers) ? Is there a replay you can link to how you got to max pop in 15 minutes ? People here seem to think you are able to do so.
  5. Hi all, WIki page for britons says : Annedd (House) [75 w, 30 sec]: Increases by 10 the population limit. - this is false, it only increases pop limit by 5. Here is link: http://0ad.wikia.com/wiki/Britons
  6. Very good question, these is what Britons have that others do not: - warehouses increase your pop limit - you can build slingers from the start, they cost less wood. Your initial stone is enough for a few and on top of that even later it is less demand on your wood - houses cost half price than usual, but increase pop limit by 5 instead of 10 Note on warehouses: since one unit costs population, the price of a woman is not 50 food but actually 50 food and 15 wood. Every unit using one population costs actually 15 wood more if you compute housing. There are limits however, as in how many warehouses you actually need. Note on half priced/half pop houses: when you loose a house it is less of a loss, when you have only 75 wood you can already build and not wait for 150, and you will end with double many small house that can be better placed near your workers so they retreat.
  7. Than you for your thoughts. You are starting to think about counters to this build and this strategy, these will be vital for refining and improving it. However, while your counters have merit, they are doomed to fall as they inevitably make the advantage of the Britons even bigger: you can get to max pop much faster than any other civ.
  8. I was just joking. Hope it motivates some of the devs to deliver more content. This could be a really great and awesome game, if only more dev work were to be put into it.
  9. Do you mean developers are lazy and are doing anything to get out of a honest's day work ?
  10. Very good observation. I will improve my strategy to take into account this. However, borg is like the first ranked player. so even without any changes, this build will still do great against most players. Plus, I do not think FeldFeld usually attacks with 21 cav at minute 6, as he risks it all then and there. What else can you add to my strategy, and advice is helpful.
  11. In 1v1 the Briton civilization has: - one huge advantage = you can get to max pop (build your full army) sooner than any other civ - one huge disadvantage = poorer units, if you build your army and do not immediately attack, your opponent will be able to build his own full army and will defeat you as he has better units Because of this, Britons are very much like zerg in startcraft. So this is the strategy when playing Britons: build a lot more units a lot faster than your enemy, and when reaching 150 population urgently attack. If you fail that attack you lose, if you delay that attack you lose, if you are not the first to reach max pop you lose, if you do not know how to use many but weak units in combat you lose, and so on. Note: if you are a beginner today, follow this guide and you will reach a high score simple because there are also a lot of beginners that make huge mistakes. You need to memorize this build order, and always play it on normal Mainland map and configure your building batch size to 2: 1 - with your initial 4 women build granary near berries 1 - with your initial 4 soldiers build warehouse near wood 1 - put your horseman to collect food from chickens/sheeps near cc 1 - put your cc to train 6 women and set rally point to berries 2 - send your dog to go near the enemy base 3 - make the 100 wood upgrade from granary, that upgrades the berry gathering rate 4 - keep building women and send them to gather wood, your cc should be constantly training 5 - when your pop is 21 build a house 5 - use your dog to find an enemy woman ans harras him. Try to kill one woman, sacrifice your dog without regrets 6 - when you reach 24 pop now build slingers instead of women, pay attention to build a house whenever you are getting close to your pop limit 6 - build a tower near your berries, you need to defend against enemy harrass 7 - when your horseman has finished collecting all chickens send him to scout (see opponent building location) and then harass opponent (killed a villager) 7 - when your stone is depleted, train again women instead of slingers Since a 1v1 game should take somewhere between 20 and 25 minutes, the steps above are roughly your first 7-8 minutes, that makes it about a 3rd of the game. It should be memorized. Now comes the second third of the game: In these 7 minutes you need to achieve these goals: - have 9 full farms, meaning 45 women - advance age (500 food and 500 wood) - reach 150 population, out of which 45 are women and 105 soldier - have at least 3 barracks The third and last part of the game is your attack: you leave 10 soldiers to collect wood, and your 45 women to collect food. Thus you have 95 soldiers with which to attack. 1 - your goal is to ruin his economy = capture houses, kill women, capture unguarded barracks. What does it mean: 1.a - avoid towers of fortress (he will not have one at this moment if you played correctly) 1.b - it is very useful to know where his buildings are, thus you can attack form behind, where ha has houses or farms or barracks/blacksmith/marketplace without towers nearby, you gain this info in stage one, with your horse 1.c - he will pull his soldiers form collecting resources and use them to defend. Thus he has no more economy this is why this attack is so powerful 1.d - you have 150 units, out of which you attack with 95 soldiers. If you play it correctly, since any other civ does not get bonus population from his warehouses/etc, he will only have 110 population, out of which half are women, effectively you outnumber his soldiers 2 to 1 (or maybe just 3 to 2) 1.e - you keep your army together, while he has to pull his soldiers from different spread out places. If only a part of his army attacks you at one point, you have effectively a 5 to 1 superiority 1.f - your army composition is 3 ranged units (slingers or skirmishers) for each spearman 2 - your barracks and cc must keep training soldiers, so that you get reinforcements in combat 3 - proud opponents cannot believe they have lost so they will try some weak attack on your base with a few troops. Use those 10 soldiers gathering wood to defend 4 - if game drags on, advance last age and build yourself a fortress - if it gets into an attrition war, you have lost Most important notes on combat (this is what happens in the third part of your game): - your army should be 1 spear for every 3 ranged, so a 75% ranged units ratio - range units battles end up very quickly and you should devote your entire attention to them - the moment you need to pay most attention to is this combat moment, when your army engages his - the one who has his ranged units close together wins against the one with dispersed units, worse even, the one whose units move in a line and attack one by one - do not let your units run towards your enemy, as his ranged soldiers will kill your units one by one - put spearman in front of slinger, as spearman move slower they will spend most of the battle moving instead of doing damage - slingers do the most damage per second - in the heat of combat, moving instead of doing damage is wasteful - attacker will lose if he sends his army to an equally large army that is standing together still - put your units to most aggressive stance (they will engage any enemy), just to avoid useless movement during combat - never fight combats where your opponent has the same amount of army as you. Always attack only when you outnumber him. Retreat when he has the same or more. - the ideal situation when your army stands still grouped together, on aggressive stance, and he attacks you with his smaller army. Many people will attack you with roughly equal (slightly smaller) armies composed of better units. This is a psychological defect of the human brain that is very hard to resist. Easy win as moving close to you will kill 15% of his army before doing any damage. - never fight in range of towers or fortress If you follow this build order (I will update with timers and exact builds, maybe make a 1v1 commented match to explain) there is nothing he can do to mediate your advantage, thus you will only lose if you make some combat/late game/get greedy mistakes. Stay tuned for more, I will be adding and editing this post.
  12. What programming language is this game coded into ????
  13. The replay mechanism is vital for the survival of this game. It is what made warcraft 3 and DOTA so popular. The newcomers are noobs and get owned.. They get frustrated and abandon the game. If the replay mechanism were to exist,newcomers would learn for their games.
  14. Nobody watches replay cuz there is no scroll back of forward. Now I axe you to implement this fast
  15. User marcusen left when losing rated 1v1 game metadata.json commands.txt
×