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Oimat last won the day on May 11 2014

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  1. They don't. Because you need 10 catapults in a boat to get a significant boost, nobody will do it. Because 10 catapults are more valuable than a boat that fire rocks, the bonus is not good enough to be used as it is.
  2. You're right, don't include naval economy, because it doesn't exist
  3. I invite you to read my opening message, because you are repeating exactly what I said About pairing techs, I'm just saying that it's not a fatality to have a beter tech than another one. I'll make sure that the paried techs are both interesting so there won't be a beter one.
  4. Here is the currently tech tree I'm working on. Note that the military tree isn't over yet, and the followings : - if techs are touching each other verticaly, they are paired - you need to have done all the techs that gets a line from the left to the tech you want to search to be able to (example : you need the hunting tech to be able o do the sheeps one) I will soon testing this tech tree on a git and will be provided to anyone who wants to test it after I tried it and balanced it. No comments are expected about the tech tree. It's just to show you my point of view. The tree has be done with
  5. I know, it's really deep But perhaps this thread will make the dev to commit them, perhaps
  6. For roads : http://www.wildfiregames.com/forum/index.php?showtopic=16428&hl=road&page=3
  7. http://trac.wildfiregames.com/ticket/1598 http://trac.wildfiregames.com/ticket/1989 http://trac.wildfiregames.com/ticket/2407
  8. There's none for Fedora. You will have to compile it yourself.
  9. Indeed. That's why, even if I haven't said it but I thought of it so hard that I'm sure you read that, the firsts techs of a tree are cheaper than the ultims ones. So you can indeed have the firsts techs of another branch, but not the more powerfull ones.
  10. Not really :\ A rush is always a gamble. For your second point, you're right. What I meant is more something like "it won't be interesting for you to start a new tech-branch before finishing the one you started, and so you will have to wait 30 minutes or more before starting military techs if you choose eco ones"
  11. That's exactly my point. Being able to choose only TWO very powerfull techs in 15 instead of having 30 not-so-much-impactant techs. So doing this kind of stuff, you really will change your way of doing with the opponent, since you don't know which tech you should use for now, knowing that in this case, you won't be able to have the one you truly would like to have.
  12. Flavius : having faction techs doesn't mean what I'm saying is irrelevant. You can have as much faction techs as you want, what I am saying is that is they are so cheap as currently, there is no real choice to do. There is an example that would cause a enormous difference between two games : - you are under an early rush, so you want to defend, so you do defensive techs. So you can't do eco techs and booming, for long time from now you will have to be defensive - the ennemy doesn't do any pressure on you, so you have time to boom economically, so you will prefer economics techs. The problem is
  13. You can see it as a chance to learn more Spanish or French It's incredible how english-native speakers really don't like to learn new languages and prefers others to learn english instead
  14. Hi everyone, I'm coming to this burning issue, which has been discussed so many times. In a few time you'll be able to see alpha 16, and if you haven't played on svn, you will find a HUGE improvement on techs. I would say by eye that the number of techs were doubled from a15 to a16. And that is good, I love all the news stuff. Now, here are 5 numbers : 33 minutes of game, 20k of food, 20k of wood, 10k of stone and 10k of metal. That's the average of an expansionist player. And of course, all techs researched. Only the paired one didn't allow me to have really all of them. So there is, I think,
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