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Jofursloft

Balancing Advisors
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Posts posted by Jofursloft

  1. 23 minutes ago, greedisgood500 said:

    edit: should add a option to beat the gaia on this map ...I was hoping for  something pop up after I killed the last one of them lol

    Some players already tried to beat gaia on Jebel: it is possible also in very hard setting: you can easily destroy the whole city with 40-50 bolts (in a solitary game this will take like 1-2 hours anyway, if the map is normal)

  2. 21 minutes ago, greedisgood500 said:

    I actually want to know is there some way they will just hitting the closest thing in range and not go in capture anything/or a destroy mode that kill anything even gaia building.lose too many troop because they go in for catpure/I have to keep pulling army back and telling them to attack the next target

    Press "H" every time you want to hit the closest unit: remember anyway they will stop their action to do it

  3. In reality, archers, like every ranged or melee unit, are programmed to attack only the organic enemy units in their range. If there are no enemy units they anyway don't try to destroy a building or a siege weapon, but to conquer it. So, the only one way to attack a building or a siege weapon for your archers is to receive that order from you. Maybe the problem is that you expose your archers (a quite weak unit in armor) to catapults/bolt shooters fire or buildings' arrow range.

    • Like 2
  4. In 0ad I noticed that there are some heroes that most people don't consider. I propose or to implement better auras for them or maybe make sure that every hero can be recruited only 1 time during the game (an idea that other players like Feldfeld already had). In my opinion these heroes are:

    - Agis III (Sparta): he is practically an unuseful hero, because he doesn't own an aura and his melee attack is not enough strong. Considering that there are other 2 heroes with a fight aura, it would be good to increase his melee damage, maybe to 50-100, to create a useful hero in the fight (maybe not to send against the enemy army but to send in the enemy base).

    - Seleucus I "The victor" (Seleucids): his +20% movement speed and attack for war elephants makes him a not very used hero. This because the elephants are not the siege unit that most people that use seleucids train: catapult spam is really better. Why not to extend that aura to every siege weapon?

    -Xerses I (Persia): why not to extend his +15% gather rate for workers to the whole map? There is Britomartus (gaul hero) that has a +15% global gather rate aura

    - Pericles (Athenians): why not to extend his +15% build and repair rate for workers to the whole map? He has not enough strong abilities now

    • Like 2
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  5. 8 hours ago, greedisgood500 said:

    I know Macedonians free unit on barrack ,you cannot capture wild life.anymore?

    The way to capture wildlife, like elephants or camels, isn't implemented yet, and I sincerely never saw free units in macedonians barrack

    8 hours ago, greedisgood500 said:

    btw is there are attack mode / kill anything mode for unit so they don't walk up and capture building.....end up getting kill.I know I can attack move with crtl +right click...but sometime that thing don't work..they will still insist on capture,I have to crtl and right click on building...very often on archer and spearman suicide...something they will stand there letting enemy hit them and not return fire too...(using stand ground+ attack move archer very often letting fortress/tower etc free hit I was clearly in-range)

    Do you mean sometimes you get in a garrisoned enemy fort range with pikes and archers? Because it's a suicide that without siege units (even slingers, that have a good crush damage, can't destroy a fort without die in many

    8 hours ago, greedisgood500 said:

     how to stop heal running too far away?the only mode work is stand ground.but i actually like the to move when attacked.it just anything else those healer will run for super super far away (about% of them...I have to collect healer after each battle (group up them work too but cannot use any move when fighting since the formation will mess up,and they will stop healing a bit some unit will die if I using the control group too much.heal who run super far also would not come back to heal injured unit.......)it would be great if we can attack move with healer... or all those aggressive/defensive  will adjust how far they run away

    All this happens cause your healers are hitten by enemy shots: just keep the healers in the middle of ranged units, so they are really protected

  6. 8 hours ago, greedisgood500 said:

     god i complete forgot about village....since the game split into male and female...i best regard them complete useless in fight 

    Sincerely, the women in fight ARE completely unuseful, cause they die very fast. It can happens, anyway, sometimes, that a player sends you 2-3 rams to destroy your main cc when you are fighting in another place: in that case you can use the women near fields to destroy them. This is why I prefer always garrison 10-15 units inside the rams to kill that women

    15 hours ago, Astrid said:

    Just build your army to destroy the catapaults,and what I mean is make a lot of swordsmen,and they will destroy the siege weapons. Use the terrain to your advantage like the woods,mountains,rivers. While your swordsmen are destroying the catapault have your archers/slingers destroying the units controlling the siege weapons. Always moved around your units,and don't just stand in one area. Perhaps when the siege weapon is coming your way plan a tactic,and destroy it. You don't need catapaults on your faction to succeed. Just battle rams will work with an amazing army.

    Well, the problem is when the siege weapons (like 4 catapults) come with pikemes + ranged units: you can't come near them (that would be a terrible suicide of more than 30-40 swords and a few catas killed), cause they are protected by the army. The only one strat in that case would be 1) retire and wait the enemy to make a mistake, like split the capaults and the army 2) make catas yourself to counter (it happened me to play with borg- or Feldfeld games with more than 6-8 catas). The real problem is not destroy the catapults (that is also quite easy with a lot of swords), but it's to destroy them without lose a huge quantity of units

  7. 15 hours ago, greedisgood500 said:

     catapult and blot shooter only do little damage to building you need to take an army to protect it. I really like feeling holding a ground outside enemy town and slowly break the wall 
     catapult also have no fire damage is that added? or just planning feature)

     Ram is actually more toward surprise attack capable since they move fast(too fast.......) and no need to unpack...no sword cavalry really gg

    Well, to be honest catapults are a very good siege unit for they chance of hit and do a great damage to a lot of units at the same time: with 4 catapults and even a not so many soldiers you can destroy a very big army. Anyway, I personally think that the speed can't be fixed: in that case you should fix every siege unit: catapults would become op against incoming rams. Also, rams are vulnerable (if alone) to a good amount of women, and, don't forget, to enemy rams: you can keep for example an extra ram in your fort to garrison/ungarrison while the fort is attacked. 

    If you like, anyway, there are mods that fix the possibility of rams to attack units and their speed

  8. 3 hours ago, thankforpie said:

     gameplay:

    - everyone plays the same. they rush machines, 200 slingers with 48 ranked attack range, and some pikes for first line (to stop u from reaching slingers), basically SPAM. its annoying honestly. this game is battle of slingers and eventually archers, but usually just slingers.

    theres no single player that wont against me that didnt spam slingers.

    I'm sorry but I don't completely agree with this: as you say, it's true that slingers are a very good unit to use (maybe the best), but it doesn't mean that all players are used to spam slingers + pikes. In truth I personally think that every type of ranged unit in this game is well balanced: for a frontal attack for example skirmishers + heavy pikes or slingers + pikes (it happened me many times to beat a slinger  and pikes spammer with ptolemies skirmishers and heavy pikes). Archers, also, in reverse of what many people think, in my opinion are a very good type of unit, perfect for a defensive game, not surely for a frontal attack. Archers are good because of they very long range, and their real problem is not their strenght, but the faction which they are associated to, that usually has a "weak" type of siege defense machine, like catapults or elephants (except in case of persia), that are not effective like rams (you can garrison/ungrarrison fast from the fort to destroy nearby enemy rams). 

  9. Well, I think that the main problem about chicken is the amount of food they can give to the player. In fact, 1 cavarly man can "finish" to gather food from a chicken (40 food total) in less than 10 seconds. If you think about it, 20 seconds to get a chicken would be a huge amount of time, calculating that cavarly men finish to gather food from them very fast. Also, you have to consider that a chicken "owns" 40 food: with a goat you spend 50 food to earn 100, (+100% profit), with a chicken you would spend 30 food to earn 40 (+33% profit). Talking about eggs, if you suppose a chicken to produce eggs, you can't kill him to gather food, so in practice the food production is not so increased. Talking about materials that animals can produce, well, we find the same problem: we train animals but we can't gather food from them: the production, if you think, it's quite the same.In one case you train and kill animals to gather food from them, in the other you train animals to take other resources from them (and 10 metal per minute is really not enough). To conclude chicken would be totally a not advantageus way to get food from corrals

    P.S. Why would the persians have benefits in training chicken?

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