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Grugnas

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Posts posted by Grugnas

  1. I guess you can take as reference point the stats from any already existing civ. Notice that Celtic tribes and hellenic civs have a particular bonus/malus on buildings healthpoint, so i'd rather look at the other civs.

    Any unit has the same stats independently from the civ and any civ has access to the same technologies unless some technologies which are a civ peculiarity (f.e. sword master for iberians and mauryans only, colonization for carthage, another technology i can't remember the name for Persians,   and from alpha 22 rank upgrade for mercenary units :D )

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  2. I am not sure that wood placement takes account of iberian walls, if they do, iberian walls should take into account woods footprint which is usually bigger than the simulation obstruction. Matter of fact if there is no rush going on, usually one could even delete walls. Still there are many ways to gain wood in desert maps.

    Example, those 4 are the civs which have access to the  market earlier than any other civ in such biome:

    Play britons with their slingers available in phase 1 which are darn fast.

    Play ptols with their free houses.

    Play athene with their slingers available in phase 1.

    Play mauryans and use worker elephants (they are storehouses with paws)

    Pray for no rush :)

    Most of the times there are always animals on such 1biome and one wants to get corrals working in order to have a significant amount of food to invest into the market.

    Probably there are only 2 starting strategies working:

    1) you can train skirmish cavalry and invest all the yelt wood in making corrals for a solid food production. You can use that food income to use/abuse of the market barter or to train cavalry.

    Cons:  if attacked by cavalry, you have to stop the food production and defend. This may slow you down.

    2) you can make grainfields and invest the wood yelt into soldiers. At this point you could simply wait to reach phase 2 and move part of your soldiers from wood to metal and start a trade route.

    Cons: you are quite vulnerable to cavalry raids.

     

    Some one even invest wood into wicker basket technology for more carrying capacity which helps on long distances

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  3. The advantage in capturing structures like barracks, fortresses, civic centers and towers is quite obvious. You can expand your territory influence or simply train units directly from enemy barracks. You could even use the "converted" territory influence to build a civic center or a military colony which builds even faster than a cc and start to invade enemy territory :).

    By the way when you capture enemy barracks, you know where enemy units can be trained from, thus 1 unit garrisoned per barrack will keep them captured with no risk.

    I must agree that capturing without suiciding houses makes no sense unless you bring women into fight and garrison them into houses (still the pop gained from a single isn't worth the effort).

    Indeed capturing is much faster than destroying them with sieges or elephants, matter of fact most of the times units just clear out stuff like storehouses and houses and clear the path for sieges.

    Still one can't pretend rams to one shot buildings (perhaps they could have slightly more damage) and most of times the buildings loot is not reclaimed, especially the really low wood loot that houses and such provide or the exp bonus that basically makes no sense since rams can't get promotion. On the other hand, having units able to capture buildings makes the life of a catapult much easier, otherwise a catapult has to destroy any single house in order to reach the "main" building which is actually bad due catapult accuracy.

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  4. 12 hours ago, causative said:

    Ideal bell system:

    1. The bell should only work on women.  I normally do not want to garrison the soldiers using the bell.  I want to direct the soldiers manually.  Consider that soldiers do more damage outside of towers/fort/CC than they do inside.  The main purpose of garrisoning soldiers when the enemy attacks is to prevent capture, and this should be done on a case by case basis if the enemy is trying to capture. Perhaps having a military bell for towers would help to garrison units in the selected towers.
    2. The market should also have a bell that works on all your traders anywhere and makes them garrison in your own or allied buildings. That would be nice and would solve the "lost trader" issue
    3. There should be a hotkey to ring/un-ring the bell (once CC is selected) so you can respond quicker to raids.   That would be nice

     

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  5. 3 hours ago, fatherbushido said:

    @Grugnas: don't mislead (structure /  mechanical) capture and animal conversion (TBD).

    conversion intended as: "i saw you and now you are mine!" (aoe sheeps convertsion style) for something not consumable and that provides benefit to a player seems hard to achieve if the unit in question is randomly generated somewhere in the map and it has to be brought in own base (indeed there will be many back and forth in order to re convert the unit and perhaps a capture-like system would work)  unless there isn't something like priests in aoe who, once captured a relic, they bring it to a temple (a woman carrying a sheep to his base looks quite fun).

    Quote

    I don't see a need or concern about food production since farms can infinitely produce food. I mostly notice that I have more food surplus than any other resources. Food is not even consumed until training units and upgrading techs. But it's just nice/real to add a trickle of food income from corrals or say a ranch if there are lives ones inside.  Who knows one day they might add aura to units with different type of food being collected.

    @Servo Farms can infinitely produce food but in my opinion the most important aspect of managing own economy is to minimize the number of units involved into economy and focus, perhaps latter in the game, into the military part of the game (sieges require pop). Thereby the amount of food you need for late game is lower than the amount of food provided by the grain fields you have to build during the game in order to sustain a constant units production until the population cap (unless you plan to train cavalry champion which is an extremely food hungry unit). Perhaps it also depends on the population cap.

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  6. It is an interesting proposal but there are a couple of things to consider:

    capturing in 0ad isn't like capturing in aoe because you won't convert a sheep if discovered but you should be able to capture it by getting near the animal with a bunch of soldiers and this requires effort and perhaps a textual notification (while capturing a relic is noticeable from the top left icon).

    A food trickle would kill the corral food production feature and perhaps make previously trained cavalry (used to hunt animals, capture a relic, harrass enemies) completely idle and only military wise, probably capturing sheep and garrison them into corrals could reduce corral  animals training time (i guess that feature is already mentioned in as animal herding) and keep both features.

  7. On 26/6/2017 at 2:54 AM, sphyrth said:

    Here's my  Cavalry Irk:
    I still hold that Ranged Cavs < Melee Cavs for hunting food. They both have the same gathering rate but their LOW ACCURACY is making hunting with them quite unreliable. I'm better off scouting.

    Actually the situation is drastically reverted in a22 because after the accuracy rework 6 cavalry skirmishers can kill a gaia elephant with ease and have an easy hunt while spear cavalry has hard time in luring an elephant with an unit while others damage it (it is even much slower).

    Indeed soap giraffes are still likely flee from skirmishers but if you get near a soap giraffe with a bunch of skirmishers, you can kill it with 1 hit and eventually kill all other giraffes nearby and speed up your hunting without bother about a lone skirmisher who chases a fleeing giraffe around the whole area.

    Technically Cavalry rush is op because the food boost that fruits + Wicker Basket gives you is amazing for the low wood cost of the tech (100 wood only) and the low wood cost of skirmisher cavalry (40 wood only). Potentially a player who choice to rely on wood based investments like infantry soldiers and eventually sentry towers where to garrison soldiers for a bit of damage/protection is in disadvantage because wood is gathered way slower and the wood is essential for houses.

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  8. women have a 30 seconds training time from houses (perhaps 24 sec would be nice) and 8 from the civic center. Women die quite easy thus they should be easy to replace, however a surplus of women will result in the unavailability of houses where to garrison and an eventual death of all women out of buildings in a cavalry raid. Their wood gather rate is so high that this gives an advantages to players who train women only in phase 1, get phase 2 as fast as possible, then they start to boom soldiers with an increased hp than players who stick in phase 1. Indeed the downside of the medal is that having women only is really risky if the opponent doesn't play aggressively with cavalry, still this strategy isn't quite effective in team games.

  9. The idea is nice!

    my personal opinion is that perhaps 5 units garrisoned in a fishing boat seems too many for a couple of reasons:

    1) the fishing boat is too small to accomodate 5 units in it. maybe the bonus could be raised from 80% to 100% and a garrison limit of 3 units

    2) Training fishing boat often boosts food production reducing the population required to work on food

    3) fishing boats have quite low hp if compared to the damage that warships can deal and perhaps having units garrisoned in a fishing boat could make loses much high.

    • Like 1
  10. 34 minutes ago, wowgetoffyourcellphone said:

    Mechanically, that's kind of what happens, but each of those unit types have varying stats that also affect the balance, so this progression of countering may not be accurate or evenly distributed. Lots of things affect countering, resource cost, pop cost, and training time are considerations too.

    indeed it is an approximation considering that all Infantry units have same pop cost and training time.

    having X melee units and X ranged units, what i wrote is even more correct when the X variable increases. Longer range units can deploy an higher number of soldiers to shoot at max distance and attack earlier.

    Indeed Biome may influence the units of your choice but this is another story.

  11. In most RTS you can destroy buildings with soldiers.

    Capturing and "suicide" buildings is an alternative way to get a building down and a strategic choice to use it at own advantage once captured.

    Io can still use sieges to destroy buildings and get a small amount of resources as reward though.

    • Like 1
  12. On 3/6/2017 at 11:10 AM, IkkeTM said:

    Thank you all for the answers, but my question remains then; without a counter(ish) system, which units should I build then?

    Go full spearmen, skirmishers or archers, if it's all the same? Enough spearmen to tank, and mainly pump ranged units for more effective applied dps? How does one go about army composition?

    Perhaps higher range units counter lower range units.

    for infantry:

    Archers > Slingers > Skirmishers > Swordsmen > Spearmen

  13. On 27/5/2017 at 6:10 PM, borg- said:

    About the silhouette of the units, we know that it is possible to activate them through the options.

    But why not also expand to gaia?

    That would be something like the images I put down, animals (white), shrubs (green), stone (white), metal (golden).

    Especially small animals are a problem when they are in the trees, you waste a lot of time looking for them, I think this suggestion is valid and in great need.

    I also think it should be optional as well as for units.

    boar.png.79ca15f4857080e92b6d5ab7d71767bb.pnggoldstone.png.bfc72a47d74c4c38dfc4f170629b51bd.png

    This could be really useful, even showing  building profiles hidden among the trees for an easier selection.

    Another useful thing to have is to being able command units to move on a resources occupied tile without let the citizen soldiers gather.

    Sometimes there is the need to defend the civic center or to move in a forest for a strategic deployment, but, on click, citizen soldiers will try to gather resources making the maneuver a bit nasty. This also apply for cavalry which will try to destroy grainfields on click.

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  14. One of the secrets for an efficient swordsmen cavalry attack is to surround enemy units by overcoming them, then press H to attack. Since cavalry swordsman is the strongest melee cavalry unit, most of the times enemy troops will try to retreat but the cavalry will body block them in the meanwhile maximizing your dps and slowing down enemy retreat. Btw i just noticed that causative already wrote that :P

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  15. imho you can't really counter skiritai rush.

    Your only hope would be to use Roman or Macedonian spear cavalry and wipe out women max at minute 5, otherwise it is GG already.

    If you mean "how do i counter spartan champions", you should be sure to have taken a civ with spearmen champions and citizen soldiers skirmishers/slingers or mercenary champion skirmishers like Macedonians / Athenians / Persia / Britons (they have really good champion skirmish cavalry, spearmen citizen soldiers or swordmen champion who can tank damage).

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  16. Players:   Grugnas, nigel87, LeGenDz, xPlague  vs   Liberty, imrobbyg, Achelao, maxticatrix

    Map:   Mediterranean

    Size:   Normal

    Pop Cap: 150

    Duration:   56:36

    Summary:   Opponents were placed with an interesting pattern, alternatively one by one preventing any kind of help from allies without let their other flank defenseless. Despite the game quickly turned into a 2v4, as soon as the players had mutual knowledge of the placements in order to establish a profitable trade route (main source of resources in late game), the game had an unpredictable ending.  Barrack trainable champions demonstrated again to provide most of the late game advantage, in particular Champions Swordsman Cavalry which as no rivals in open fields, at raiding and at capturing buildings especially when there are no infantry spear champions relying civs, erasing any players numerical advantage.

    mediterrean-0.21.zip

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