Leaderboard
Popular Content
Showing content with the highest reputation on 2021-08-25 in all areas
-
Do pallisades really need a big change? The way I see it is that pallisades are there to buy you some time and if you want to really protect an area you build the proper city walls. There could be an upgrade to increase the hack armor of buildings to deal with late game melee units. Maybe it's just me but rather than sword cavalry being op, I'd say it's players not knowing how to counter them. 1) It is getting better now but players don't seem to realise that spearmen counter cavalry. So many people just don't make spearmen and then are surprised how a unit that's pretty much intended to counter ranged inf actually does well against ranged inf. 2) Not adapting to the situation. After the 2nd raid on farm economy you should probably start thinking about how to protect it. 3) Blacksmith upgrades or civ bonuses. Most often the cavalry player will have made significant investment into blacksmith upgrades and will do the rush with Gauls or Carthaginians who have stronger sword cav. The defending player hasn't made any such investment making the cav seem stronger than they really are. 4) Cavalry require more investment than infantry. The defending player should easily outnumber the cavalry as the attacking player has to also keep investing into eco. This game against Jofursloft demonstrated these points really well. We were even before going into P2, but he quickly pulled ahead in population due to not needing to set up extra farms and stables. He further walled off his farm economy before I could get even a single raid in and prioritised strong unit production making it impossible for me to find any significant damage. After pulling ahead in population he just got a strong push going and there's nothing I can do as investing into cavalry just set me too far back. It does also partly come off to how insane the woodlines in most biomes are where you can have 20k+ wood in a single forest and can get well into the late game before needing to start gathering wood elsewhere. It also kills the importance of map control which hurts aggression.3 points
-
This article aims to help beginners to choose a civ to play with. For experienced players, they should ignore this as any civ could be OP if played with the correct strategies. I am open to suggestions, as this is only my initial opinion after playing a few matches. Criteria for strong civ: 1. Good eco bonus and fast booming. Civs with small 5 pop houses are favored. 2. Able to field strong citizen-soldier infantry combinations (javelin + pikemen are the strongest) 3. Diverse citizen cavalry and champion cavalry 4. Elephants and diverse siege for different scenarios 5. Team bonus 6. Naval superiority 7. Heroes OP tier: Spartans, Seleucids, Iberians, Ptolemies Strong tier: Macedonians, Gauls, Romans, Persians Mediocre tier: Britons, Mauryans, Carthaginians Not recommended: Kushites, Athenians Explanations for each civ: Spartans: strongest infantry in the game, Skiritai commandos, hoplite techs and bonuses. Also able to use cavalry javelineer and cavalry spearman. Not very complicated structure tree so very suitable for new players. However, their navy is weak. Seleucids: Able to field javelins + pikes or spears and swords, very diverse cavalry (including archer cav and 2 champion cav). A choice between champion pikes and champion swords; parade of Daphne tech, Agryaspides pikes tech. Asian elephants + Seleucus Nikator hero, Antiochus G'Megas + cavalry. Has access to heavy warships (Quinqueremes). Iberians: OP defensive wall + strong buildings = no need to fear rushes. Has a special upgrade for swords unit; monument increases attack by 20% = easily win battles. OP champion fire cavalry. Can troll enemy with fire ships and has strong Celtic warships. 5 house civ, but booms slightly slower and not so varied siege. Ptolemies: OP eco and OP boom due to cheaper 5 pop houses + slingers. Has pikes from the beginning - resistant to cav rush. Has all siege in late game, elephants and library. Cleopatra and Ptolemaios H'Philopator are OP heroes; slinger + pikes or camel raid are very OP in the presence of these heroes. OP navy as well Both Ptolemies and Seleucids have military colony, which is useful for small expansions. Macedonians: able to field javelins and pikes by default (strongest combination of units). Starts with spear cav - better hat hunting deers and defending against cav rush. All siege available + demetrius hero. Can also use surprise your enemy with champion cavlary raid with Philip or capture enemy cc with Alexandros. Problems: weak navy + slightly slower boom. Gauls: Useful farming techs, 5 pop house, Vercingetorix hero OP, strong cav and decent infantry. Fast boom, allows barrack spam if you have enough wood. Strong Celtic warships. Weakness: only rams. Romans: Sword cav champion + Marcus Maximus hero raid; has javelineers, swords and spears - able to handle invasions; wide selection of siege; military camps allows sneaky attacks and denying the enemy's eco / territory. No need for new CCs, just spam entrenched camps. Scipion Africanus also OP hero and their navy is also strong. Persians: archers + javelineers + spearman = headache for any enemy. Has every single cav and 2 champion cavs. Kurush hero OP. Has Asian elephants and pop bonus. Problem: weak in P1 because only archers and spear at that point. Britons: Similar to Gauls, can do wardog rush. Problem: starts with slingers and spears instead of javelineers. No Gaul cav bonus or field bonus. Heroes are not as OP as the Gauls. Mauryans: worker elephant - can thrive in difficult biomes / maps. Has steel swords upgrade and sword cav, as well as Asian elephants. However, it is a little bit difficult to play for beginners. Their heroes are not as impressive as some other civs. Carthaginians: Absolutely OP navy and Cothon building. Can field anything in the form of mercenaries from unlimited embassies. Apartment building - saves space, resources and allows you to advance to P3 faster. All of their heroes are very strong, especially Hannibal (+20% attack for all soldiers in 60m range). Has every siege and elephants. Weakness: archer + mercenary civ = difficult for beginners to master. Also quite a complicated structure tree. Kushites: archer civ, but has good cav options and siege tower. Pyramids are useful for late game. Navy is a bit weak and difficult for beginners to master. Athenians: strong hoplites, good hero Iphicrates, and can field sword cav + catapults as well as champion archers. However, slinger + spear is a bit weak. One can replace infantry javelineer with cavalry javelineer at the cost of some food. Their naval bonus are good but not significant enough.2 points
-
many people, and myself included would put iber at the top 1-3 civs. But then, I like iber since a23. Iber, in addition to having very useful firecav champs, also have the cheapest and strongest infantry swords champion available in the game, once you train the hero Indibil.2 points
-
I would say just cavalry .25x , as infantry rushes are much rarer and easier to prevent. Also we don't want to see them being spammed up too much. Although I do think that we can give ram counter to them, since I feel they should go down in 2 hits from an un-upgraded ram. I am not terribly concerned about wall spam, since palisades to prevent raiding are more about sealing off places, slowing down the cav so that local spear production can catch up with them. In a24 walls were sometimes spammed in haphazard ways just to mess with the pathfinding and allow towers and forts and archers to kill most armies stuck in the "maze". Because of unit movement improvements, I think having a sealed wall is necessary. I agree with @chrstgtr that we need to see a careful nerf of CS-swordcav, and perhaps a little buff of CS-spearcav. On champion side, I think armor nerfs for both, but a bigger one for consular bodyguards.2 points
-
I don't think spear cav is OP, it is just sword cav, who have 55% more DPS than spear cav and on top of that they deal full hack damage. @Jofursloft Also I think the palisade fell, but it did a decent job of buying time. If there would be no pallisade, you would have lost 15 women in the situation. See above where I later say sword. with respect to point 2, I agree the palisade did exactly what it’s supposed to do—buy you time to respond. putting men in fields doesnt address half the problem here, which is sword cav is op. And putting men in fields (which is already possible) takes away unit differentiation (ie men and women are different). note: the fix shouldn’t be one where we get rid of field raids as that eliminates a part of the game. It should be just to balance it, which is achieved by making op sword cav more easily countered (which is a problem here and elsewhere in the game)2 points
-
Sometime 1.75 not enought against skirmish cav2 points
-
Hello there and welcome to my thread! What this thread addresses: General concepts of real-time strategy games. Who this thread is designed for: Novice and amateur players. Civilizations, heroes, economies, military power-houses and team play (a preface) Civilizations Each civilization provides it's own set of modifiers that will affect: How you play, how your opponent plays and how your allies play (in team-games). Civilization modifiers come in a few flavors: Passively occurring (provided to allies or self) Actively occurring (a unit or structure) When you are playing a particular map or map style: You should select a civilization that best suits both your game play style preferences and the map or map type itself. This is also affected when you are in a team play game (as your selected civilization might provide modifiers for your allies or the civilizations you and your ally choose to use are synergetic in relation to their units, special units, production times, cost, etc). Heroes The hero you choose to use should reflect your currently chosen strategy. A hero is not just another unit, but is very special and serves a special purpose. Some heroes are designed to act as an anti-unit to many other units of a given type (EG: A hero might deal the equivalent of 15 units of the same type). Some heroes are designed to increase production of a particular type of unit or structure or a generalization of a given field of type of structures. The hero you choose to use in a game might be intentionally brief; you can only ever spawn a hero once and your strategy should take that into account. Economies In order to better comprehend what an economy is in relation to a real-time strategy game: You need to have a basic understanding of mathematical concepts (from arithmetic to algebra). If you would like to become a better player: A basic comprehension of the fields of discrete mathematics and pre-calculus would be an immense help in forming better strategies, counter-strategies and other predictively pre-computed concepts that might mutate real-time during game-play (EG: You saw an opponent do something for the first time and have never contemplated that set of actions before). Military power-house 0AD is the type of real-time strategy game that does not have a strong division between military units and non-military (economical) units; the line is blurred with few exceptions. You cannot support a strong military without an equally strong economical income of some form (ally proceeds, merchant vessels, self-sufficient production or temporary capitulation from an opponent (as vassals do not exist in this game). Team play 0AD supports team-play, but it has a high emphasis on independent play or lacking inter-co-dependent play (few synergies that place a high correlation between two civilizations being stuck together cohesively in every match); the inability of creating structures on an allies cultural borders also hinders team play, but promotes independently supported team efforts (primarily in the forms of: Direct military and economical support). A team of two novices would be no match for a team of two semi-professional players. Civilizations There are no magical silver bullets for a civilization to play; each has their own unique strengths and weaknesses in both solo and team play matches. You should take the time to review every civilizations unique traits. I will forego listing an enumerated description of all the data related to civilizations and instead suggest that you look at them in the Civilization Overview tab in game. Team play: Water maps The Athenians have an immediate advantage at first glance over other civilizations. Their team bonus is -25% construction time for Warships. When a player in a team match or solo match is playing as the Athenians: Each Pentoconter cost 11.25 seconds to construct (as opposed to 15 seconds). That means: 10 Pentoconters cost 112.5 seconds. If the opponent(s) do not use the Athenians: They would require 150 seconds for the same set of units. This difference might sound inconsequential initially, until you factor in distance over time and the average military control over an area with that set of units. The total damage and the total health of all units summed can be distributive properties over a given surface area; you can factor in reaction time (the distance over time average of each individual unit; the closer they are clustered together: The lower the average cost to move across the surface from point A to point B). Team play: Land maps The Gauls have a powerful modifier. Their team bonus is -15% research time and -15% cost for all technologies of the Forge structure. The Forge allows you to increase the effectiveness per unit (which is a multiplier) by means of decreasing the amount of damage taken and increasing the amount of damage dealt per attack. The -15% seconds decreases the research time by an amazing 6 seconds for the Side Arms (+15% melee damage) upgrade down from 40 seconds (-6) and reduces the cost from: 200 food and 100 metal to 170 (-30) food and 85 (-15) metal. In early game when a player attacks another player: Every multipler adds up to the attacker's advantage. With every successive battle fought: The player has altered the game's timeline for the defender. Every unit has an associated cost: Time to build the unit lost, the resources expended in building that lost unit, the resources and time spent collecting the resources for that lost unit and the resources spent constructing the unit(s) that collected the resources for the lost unit (which can be nullified if the lost unit collected the resources themself (EG: paid for themselves; but this implies a cost: That unit has spent time gathering resources as opposed to exploring the map or performing another task)). Heroes Heroes are used to tip the scales of the game in your favor, but not by a lot. How you use them will determine how effective your military strategy is and every battle they might play a role in. There are far too many heroes for me to list every one, but you should definitely glean over the list of them and their various modifiers. The Athenians' hero Themistocles has a surprisingly powerful set of modifiers: -30% batch training time and +50% movement speed of the ship he is garrisoned in. This means to batch build 10 Marines would cost less than 10 seconds! When garrisoned inside of a ship: He converts the ship into an effective mobile Barracks (which is not constrained by cultural borders). He could be perched off shore of an enemy's base in the fog of war allowing for a proxy attack or kept in a puddle near your own base or traverse the seas rapidly and harass the opponent's economy. His other modifier is to reduce the cost of metal used for constructing ships by an amazing 50% (-50) metal for an Athenian Trieme as well as -20% (-3.8 seconds) construction time for any ship. To build 10 Athenian Triemes with Themistocles garrisoned would have a reduced cost of 500 metal and 38 seconds. The raw cost is 1,000 metal (-500 garrisoned) and 190 (-152) seconds. If you were to batch build with Themistocles garrisoned then the cost of time is reduced to ~76 seconds (~1 minute : 10 Triemes). As a general unit: He has 1,000 health and a very high 22 Hack damage with a very high 72% Hack, 72% Pierce and 93% Crush reduction in damages. It would require ~533 attacks from Mauryas Longbowman to kill the hero unit. If a player had 100 Longbowman: That would take 6 attacks over the course of 6 seconds to kill only the hero unit. Economies In order to support a strong military: You require an equally strong economy. Without the supplies (food, wood, stone, metal and population capacity): You are unable to sustain a military force. To better understand how you acquire a strong economy: You need to understand more of mathematics (arithmetic, algebra, discrete mathematics and pre-calculus; although just arithmetic and pre-algebra will suffice). The naïve way of playing a video game is to behave as a young child: Perform random actions and hope for the best! As we grow older: We begin to understand more of how the mechanics of things work; High level concepts such as what "cause-and-effect" are. These generalized concepts can be translated into playing video games and they fit quite well. Those who understand them and apply them will play better and learn faster as a direct result. Let's examine the mechanics of 0AD and how the economy functions within this complex machine (video game). Villagers are a special type of unit: They have a higher gathering rate for food (source: Berries and Farms) than other units in the game (+50%). Fishing boats also collect food (source: Fish) at a higher rate than other units in the game (nearly twice as fast (+80%) as a Villager unit). These two units specialize in the collection of the food resource. Other military units collect wood, stone and metal faster and gather food (source: Animals) at the same rate. Expressing these ideas using mathematics is much more concise. Generalizations are what humans do best! So let's generalize and reason with the information we have to work with! Let's abbreviate "gathering rate" with GR. A GR defines the quantity collected over the duration of a single second. 1.80GR = 1.80 of a resource per second. Fishing boat - Fish - 1.80 GR Villager - Berries/Farms - 1.00 GR Military units - Animals - 1.00 GR These are the primary sources of income of the food resource from producable units. Without delving further: Let's examine what associative cost there are. The cost per Fishing boat is: 50 wood, 15 seconds and 1 population. The cost to collect 50 wood using a single Villager is 100 seconds (50 wood / 0.50 GR); this is excluding commute time and the associated cost of the Villager. To construct 5 Fishing boats would cost a single Villager: 500 seconds + commute time + associated cost of the unit itself. 5 Fishing boats collect 9 food per second (1.80 GR * 5 units) and hold a sum of 50 food (10 capacity * 5 units). Let's construct a strategy, but use math as our guide. We will want to have an economy that is strong enough to support the production of a military of a specific set of units that should be produced every 10 seconds. We will be playing as the Persian civilization. We must first assess what we are attempting to achieve (that is: An objective). We want to produce exactly 1 Sogdian Archer every 10 seconds. We must first determine how many resources this unit cost then decide what is the best way to obtain those resources. The Sogdian Archer has an associated cost of 50 food, 50 wood, 10 seconds and 1 population. We can break this problem down by examining our options. Let's assume we have exactly 50 food, 50 wood and 10 population capacity (available). Let's also assume we have 4 Villagers to work with. Let's ignore everything except for the raw cost of resources and time for right now. We'll get to the other factors afterward. A single Villager can collect 50 wood in 100 seconds; 4 Villagers can collect 50 wood in 25 seconds. What does this mean? We can sustain producing 1 Sogdian Archer every 15 seconds (25 seconds to collect the wood; 10 seconds to produce a Sogdian Archer (which allows enough time to collect 20 out of the 50 wood required for another Sogdian Archer, which requires an additional 15 seconds before you can produce another Sogdian Archer). This sustainability is only possible from the game state of having an initial 50 wood to begin with. Let's assume you have: 10 Villagers (0.50 wood GR = 5 wood per second). You could sustain the production of 1 Sogdian Archer per 10 seconds with a surplus of 50 wood by the time the next Sogdian Archer is produced (1 Sogdian Archer, 2 Sogdian Archer batch queued is a possible out come that will last one cycle (consuming the surplus of 50 wood)). This equation is ignoring a few important variables: The distance over time (the commute of collecting the wood), the food resource and the population capacity count. This also ignores that the distance over time variable is volatile (is modified; though the out-come might be negative, neutral or positive and has an associated set of cost in order to only reduce the variable modifier state (negative, neutral positive); that is to say: Building a new structure, creating a new unit or moving another unit all have their own associative cost). Let's solve the food resource part of the equation. We are trying to sustain the production of 1 Sogdian Archer per 10 seconds. The requirements: 50 wood per 10 seconds 50 food per 10 seconds Increased population capacity per 10 Sogdian Archers produced (1 House = 10 population capacity) Let's describe how much food a single Villager can collect. The GR is 1.00 (1 food per 1 second). We would then need an equal ratioed amount of Villagers (food gatherers) to collect food as we had previously with wood. We would need a sum of 15 Villagers to sustain 1 Sogdian Archer per 10 seconds (until 100 seconds have elapsed; at which point we need 1 additional House produced for the population capacity resource). This means you could sustain 2 Sogdian Archers per 10 seconds with 30 Villagers (20 Villagers collecting wood and 10 Villagers collecting food). Let's try to factor in the cost of the population capacity limit and the requirement of constructing a single House every 100 seconds (+10 Sogdian Archers). You would need to collect an additional +3 wood per second (+150 wood) to maintain the additional cost of a House (150 wood) with the cost of 50 seconds (6 Villagers collect 150 wood in 50 seconds) to construct the House (+50 seconds) factored in (to prevent the halted production of the Sogdian Archers). To increase your wood collection rate by +3 wood per second you would need an additional 6 Villagers for a sum of 36 Villagers. A simple way to break this problem down is to use arithmetic: 6 Villagers collect 3 wood per second over the span of 50 seconds (50% of our population capacity) which allows us 50 seconds to construct a House (which has a time cost of 50 seconds to construct). This allows the other 20 Villagers who are collecting wood to maintain the ratio of wood to Sogdian Archer to equal 0 every 10 seconds and the remaining 10 Villagers to collect food to equal 0 every 10 seconds). You are not limited to using strictly Villagers in this math problem. You can mix-and-match other units, buildings, team bonuses, heroes and more to solve the formula. I will edit this post at a later date and time and expand on it some more.2 points
-
I agree that palisades should be useful in stopping eco raids. I also think that palisades should be less useful against large, infantry armies, so that the game does not get covered with palisades in the ways we saw in a24. Because of this I would be in favor of giving cavalry a 0.3x counter versus palisades. This would mean that a good way to counter cavalry raiding would be to build palisades to block routes to vulnerable parts of the base and allow your spearmen to catch up to the cavalry and deal damage. This already is the case, but as evident by the video it is very easy for CS swordcav to break through 1 layer, and even easier if it is 15-20 consular bodyguards.2 points
-
Based on the games I've played, sword cav feels OP. They're able to run around so much that they never have to take a bad fight and can quickly find good fights. They can quickly collapse onto units and then can quickly escape when enemy reinforcements arrive. And if you ignore them, they can wreck your city. Your points are well taken, but I've seem some pretty absurd KDs wracked up by using sword cav. I'm not saying it's a must-fix right now--we need some time to adjust to the meta. But many games seem to come down to who made the most CS sword cav and who made the most champ melee cav. While this problem is obviously relevant in mid-game rushes, it is also relevant in late game when players mostly leave their bases to attack. In these late stage games, a relatively small group of cav can decimate an enemy's eco. Because this wasn't the case in previous alphas, I assume it has something to do with a25, the most obvious possible culprit being unit pushing.1 point
-
It is true that CS cavalry can be stopped fairly easily by spearmen, and if you expect a late-game cavalry raid, you can build well sealed walls and palisades to stop them, but this requires a lot of planning to do in advance and a lot of economic loss if doing it too late. It does take a lot more effort and skill to counter cavalry raiding than it does to do the raiding, so training 10-15 consular bodyguards is an easy way to gain an advantage over an otherwise better player. A defending player needs to either see it coming, or have 30+ spearmen fight your cav while building walls/palisades, which is more effort and economic loss than it takes to train 10-15 consular bodyguards and run around someones base. I will take your advice to use stone walls though.1 point
-
Maybe giving the same farm rate to soldiers will solve the problem.1 point
-
Hmm sometimes you might get a free market in P1 or free traders ( on some custom maps). But I guess this is very rare and the tech should be limited to P2 or later to avoid confusion.1 point
-
1 point
-
Hi, I think the palisades are fine. Rather, the curve with the upgrades for cavalry is too steep. I don't like this part of the balance, because every game can be won with cavalry army = op. The last defensive upgrades in the forge should be only for soldiers and the last offensive only 10% or not for cavalry. The starting values of cavalry start higher and the difference between upgraded soldiers and cavalry becomes too big. In addition, the cavalry is in too small a space. 10 sword cavalry vs 1 palisade seems unrealistic to me, too high dps concentration. Also the buildings are quasi fixed in their values. Optional upgrates and lower starting values could open up the game.1 point
-
This indicates that cav, I particular melee cav, are too strong this alpha—not that palisades are too weak. palisades and walls are just meant to delay attackers fir long enough for reinforcements to come. Palasaides and walls are not meant to be an impenetrable barrier (and they would be OP and result in the turtle mats he’s of a24 if they were). Palisades are also buoy extremely quickly, so they should not be too strong1 point
-
Proposal: give infantry and cav hard 0.25x counter against palisade, so that palisade can stop any infantry or cav rush. Give siege 20x bonus against palisade so that palisades are destroyed instantly by siege weapons - no more confused pathfinding.1 point
-
There are some civs which I consider to be stronger than that: - Britons: Starting with slingers is an eco bonus. Wardogs are also a nice bonus in the lategame and their chariots are very strong, almost unique. Caratacus is a very good hero. - Mauryas: 10% pop bonus is half a full wonder, that's very good. Chariots and champ archers are also very strong. Only civ which has civil swordsmen and swordcav (... which are not mercenaries). Worker Elephants are a huge bonus for hunting. The healer hero is very good - Carthaginians: Outstanding mercenary rushes - Kushites: Are not very weak, for example because they have pikemen and decent heroes, and good champions - Athenians: Similar to spartans, have also the very nice hoplite tradition. Iphicrates is an excellent hero. Swordcav is also a good bonus, and slingers are good for the early economy.1 point
-
dont remember a game in which you made palasides vs me.(not saying it didnt happen im sure it did) either way i think palasides are fine, yes swordcav are op but thats separate topic. palasides are really cheap, 14 cav is 2100 res +stable, ect unless mercs which is a civs specialty so it being op is fine(altho i think mercs rly op a25). so 100-250 wood palasides that are instant to build couldnt stop 2100 + 300 + buildtime+ tranitme alone? seems fine to me, only mele can effectively get thru palasides at such speed because of low hack armor from what i recall. have some men around to chase the cav away from palasides is the best solution i can think of. use palasides as buffer, ez to repair too im sure if he retreats. usually when you have men in minerals its not nearly enough time to send them to help farms especially if farms around farmstead so the palasides should give a good amount of several sec, worst case he kills palaside, runs away, you repair hole in 5 sec with 3 men or something and 10 wood. to end this spear cav are horrible terrible unusable barely viable vs other cav even with 1.75X .1 point
-
Civilizations were random, and I think that athen is a good civilization to play against macedonians (the speed of the boom is pretty the same). I am playing macedonians, whose pikes as you know are also slower than usual pikes. In this game Vali decided to go for a P2 cavarly spam, which resolves in a rush that cannot happen before minute 9-10 (because you must have a solid eco and be P2). The strategy of P2 rush consists of a endless rush of your secondary woodlines and fields by 20+ cavs. In the whole game Vali didn't only try this attack, but killed many of men in the woodlines and constantly kept his cavarly men around my city. Moreover, the game was additionally slowed because of a cav rush around minute 4 and a following slinger + cav rush. So 15:39 is absolutely not unrealistic. Also, as you can see from the video my skirm+pikes arrived before that Vali could kill my women, but that's not the point of this post. If palizades were originally created to slow down the enemy units in order to defend my base, how is it possible for 14 cavs to destroy it in 8 seconds? In addition, in a lot of 1v1 in this alpha high level players use their cavarly to destroy the enemy eco (secondary woodlines and fields mostly) independently from the minute of gameplay. When you exhaust the stone/metal resources next to cc it's impossible to keep constantly idle pikes + skirms around it, so you have to go for palizades/walls in order to protect it. Good idea! Against turtling I think that a good idea should be increasing the cost of palizade while increasing also their resistance against units.1 point
-
Well 15:39 min ain't a rush,were are your pikes? Also Vali is a madman, playing athens.1 point
-
happy to recognized that if workers behave as if the moment they were finished build of a storehouse/farm, workers starts working immediately getting resources . if i set Rally point onto a already build storehouse they don't do like so => nice feature to let workers start working immediately getting resources?1 point
-
It's different, because then the units do exactly what they would do if they would just have constructed the building. Nice feature Btw if I build a storehouse in a ring of trees the units will go all to the same tree and not to trees which are close to them instead of the storehouse. Thats a bit suboptimal1 point
-
Also if a worker builds a field and if there is no space for him he should go to another field and then go to other fields which he can build1 point
-
Give your ideas for taunts! First, list numbers, like 1, 2, 3, 4, etc. Then the corresponding taunt you'd like to see. I think taunts 1 and 2 are no brainers. They will be 1. Yes, and 2. No. But after that its all open for suggestions! I think the first 10 should be about resources and basic commands/help requests. The next 10 will be a little more "taunty" but still related to the game in some way. 21 - 30 could be a little more off-the-wall, with crazy ones like, "Whew, your elephant stinks!" or something, but still related in the smallest ways to the game. Taunts 31-50 can be anything you want... Monty Python quotes, Gladiator quotes, poetry, whatever. How about we do it this way. I will give a number and the taunt I'd like to see, then the next person gives the next number and the taunt he'd like to see and so on. If (thats a big if, considering the low participation in these forums) we reach 50, then we'll start over again with new taunts! Okay, first two are already taken: 1.) Yes 2.) No So, I'll start with number 3... 3.) My food is running out1 point
-
Completely agree. The purpose of this post is to find a solution to the fact palizades are not a counter for cav rushes, not necessarily to make palizades impenetrable. So nerfing cavs is a good idea0 points
-
Biggest problem is that sword cav is too fast with unit pushing. I would start by decreasing speed by 1 or so and seeing how that looks.0 points