-
Posts
962 -
Joined
-
Last visited
-
Days Won
9
Everything posted by LetswaveaBook
-
I think there are uses for them. I heard that someone said that mysticjim recently uploaded a legendary game where the winning player used a catapult. Each unit should have advantages and disadvantages compared to other units. The most logical comparison is the ram. The ram has the disadvantage that is needs to expose itself and enter enemy territory. If a structure has garrisoned swordsmen, we are all familiar with the problem. The advantage of rams is that they destroy things faster. For catapults the story is reversed. The catapult does not deal damage as far but can do so from a safe distance. It would be unfair is the better unit is limited to a few factions and the ram seems to be the best of the two. Does the catapult have use cases? There are certainly moments when you can't approach a CC or fortress and you will choose to use a catapult. So from that perspective it is fine to me. All the factions that get catapults do get means to defend them against archers, so I don't see the problem here. Now on the organic units, I think this is not a catapult problem, but a crush damage problem. Crush damage is basically anti-building damage and organic units resist it very much. Macemen are not good in combat, simply because they do crush damage. I think organic units have to much crush armor. A catapult can destroy a sentry tower with 4 hits, wheres you need the same amount of hits to kill a melee cavalry. If I had to do a suggestion it would be: ranged citizen soldier to have 6 crush armor, melee citizen soldiers and ranged champions to get 9 and champion melee units to get 11. When the crush armor is reduced, other units also need to be re-balanced, most notably the elephants. Did they shatter?
-
I also had troubles with that. I thought maybe it was because I did not fully understand and putting units on defensive was the problem. However that you experience the same troubles convinces me that something else might be at play. I just tested and patrolling into opposing units works as intended, which can be a workaround for the current problem.
-
You were asking for opinions and I agree with this one. I have seen some games of borg- and he seems to use champions more than I do. borg- certainly knows what he is doing and it is a legitimate style. My approach is getting good numbers with siege and p3 upgrades early and then advance and see what the enemy has. Such an approach doesn't suit waiting 60 seconds to unlock champions and then training them.
-
In the past, I used to play age of empires 2 competitively and I enjoyed to go yolo with monks. Here I found another fantastic game. I wonder if there are other people who can tell about their love for monks, as I know that many 0ad players mention the game on the forum and Valihr has even some youtube uploads. https://www.youtube.com/watch?v=YMuY6FMsyCU
-
Which Units Are Best For Combating Elephants?
LetswaveaBook replied to Thales's topic in Gameplay Discussion
That wiki is hopelessly outdated and for current game information you can ignore it. Currently the game is supposed to have a soft counter system. That means most units do not get a bonus against each other. Elephants have a weakness, namely their pierce armor is low. Also ranged units have an easier time hitting big targets and Elephants being slow does not help either. So ranged units are your best bet. -
I think if we can justify is, it would be nice to introduce melee infantry that is not a spearman, swordsman or pikemen. I ran into a story of an axe being used and it tells that it is not super rare or pure fantasy, but it does not tell much else either. The Athenian Cynaegirus had as the story goes his hand chopped off by an axe when trying to board a Persian ship. I could see axes being used by pirates or crew members of ships (similar as the vikings did), but that would need more verification. Wikipedia page: https://en.wikipedia.org/wiki/Cynaegirus
-
That is largely true. That is not entirely the truth. The pope bestowed the title of Roman emperor on Charlemagne because he wanted to see a powerful state in the west that could harbor Christianity. Charlemagnes empire broke into pieces and later Otto 1 ruled over both Germany and Italy and received the title of Roman emperor. During history, Italy was sometimes part of this empire and sometimes it broke off. However tradition prescribed that the emperor had to be crowned by the roman pope. Also the empire was German and if it is the same as in the Dutch language, being called Roman does (always) not link to being associated with the city of Rome, but can also refer being associated with the Roman (Catholic) faith. I can't really speak for German (which has words ), but I know that in Dutch there are two words, rooms and Romeins (Note that the latter is always written with a capital, it's not an error ;P), and the first refers to being from the roman faith and the latter refers to the city. In Dutch we describe the holy Roman empire as rooms and I think this is a suggestion to think as Roman referring to the Roman faith. I did some internet search and German uses the word römisch and also romanisch (which seems to has fallen somewhat out of use) and I can not say if they have similar views.
-
[Feature Request] More control over garrisoned units
LetswaveaBook replied to LetswaveaBook's topic in General Discussion
I was thinking about two hotkeys, lets say they are on A and S. You have a number of units garrisoned. You can see how much HP the one has that is ungarrisoned first. If you want to ungarrison is, you press A. If you want to toggle to the next you press S. That was also the way I viewed it and maybe a ungarrison healthy only hotkey is as good or better. -
[Feature Request] More control over garrisoned units
LetswaveaBook replied to LetswaveaBook's topic in General Discussion
What I was thinking about: Show how much HP the unit has that you ungarrison first. So you could decide if you want to ungarrison it. Then if you do not want to ungarrison it, there should be something like ungarrison-and-regarrison hotkey. If a unit is regarrisoned, there is another unit that would be ungarrisoned first afterwards. Then you can decide if you want to ungarrison that unit or if you want to toggle to the next one. A hotkey that only ungarrisoned healthy units would also be nice. -
One thing which makes ideal play more difficult is that there is limited control over garrisoned units. If we garrison cavalry in the CC, we might want to ungarrison the ones that are fully recovered. Currently, if you have 10 cavalry garrisoned in the CC and want to send only a particular unit with full HP out, you run in 2 problems. 1. You don't know the HP of the unit that you ungarrison, so you can't judge if you need to send it out. 2. You can't change the unit that you send out. I tested how ungarrisoning works and it is a first in, first out principle. The only thing you can do is ungarrisoning all your units and then click on each individual unit and put them back in. I know there is a wounded hotkey, but I would like to manage my units from within the CC/barracks.
-
Where are you from?
LetswaveaBook replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Is that in texas?- 322 replies
-
- 8
-
- localization
- country
-
(and 1 more)
Tagged with:
-
It would be fairly easy (but time consuming) to make a mod that sets all loot of building/units to 0. Another solution might be looking at some hero's with loot bonusses and use that to multiply all loot by 0
-
In the Netherlands, this is not the case and you can soundly dislike NATO. However unlike Germany, we do have an unpleasant history with Srebrenica. I can imagine that the French aren't big fans after the things thrown their way after not joining in Iraq. Biden is a seasoned politician. In Europe we are not affected so much by Trumps(or some republicans) views of him being stupid or senile. Clearly things did not go sweet. However in the Netherlands, we mainly are looking at our own incapability of evacuating our civilian personnel, which is something the French did a lot better. Probably in Europe it seems fair to hold the opinion that if you do not spend that 2% budget on military, you can't get an optimal military or relation with NATO. Also in the Netherlands it is accepted that the Dutch followed NATO to Afghanistan without a proper plan.
-
[Solved] Ranged Infantry & Hellenistic Defense Tower
LetswaveaBook replied to Thales's topic in Gameplay Discussion
Also it needs to be said that if towers fire multiple arrows, they don't focus them on a single target. Which means that instead of killing 2 out of 3, all might escape and be healed from their injuries. -
A game with plenty of rushes where these top 20 player face off against each other. Dakeryas played Seleucids and had access to the praised combination of pikemen and skirmishers, wheres vinme was able to put Carthaginian mercenaries to good use. vinme vs. dakeyras.zip
- 1 reply
-
- 2
-
I think loot does not really make that much of a difference. I just rushed with 3 cavalry and killed 5 women early, for an amazing 50 food early. The main thing it did is probably cause significant idle time and set my opponent back. The loot is not a consideration, even not if it was tripled. Also extra loot is nice if you get good engagements, but it does not really help to get those good engagements in the first place. A faction good for rushing will probably be one that helps to get those good engagements and the loot can be disregarded.
-
I think most of these in 1v1s are more like pro snowballing features. -Wood is plentiful on the map, but having only 1 CC for the entire game might stress you. -The static defenses are difficult to overcome, but on the other hand, they do not really endanger most opponents. A unit garrisoned in static defense has only 5 damage per second, which is mediocre at best. On top of that, they don't focus their arrows on a single target, which means that instead of taking out a few units, the army has a chance to escape without casualties. -garrisoning units does not stop an attack. It keeps some units save, but most often there are kills to be found. -Again, I think buildings are difficult to take out, but neither do these buildings harm the opponent to much. -Soft-counter is really pro-snowballing IMHO. It means you still need a decent force before it can be effective. It is not like good use of a few units results in taking out a larger force, as in games such as age of empires 2(mangonels, siege onagers) and Red Alert 3(war dogs). I think it could be better.
-
Considering this topic was aimed at beginner players I would say that the best factions for beginners are those who start with javilineers. I would recommend factions that have multiple siege options. I think there are some disadvantages about starting with the pikeman. So that leaves us with Romans and Seleucids, which are the ones I would recommend for new players. Maybe it is better to leave two options, so these players can decide what strategy suits them best.
-
I saw a cool strategy that could totally change standard build orders.
-
That is not a disadvange. You could use those houses as walls, so cavalry does not raid you to death in A25. Also the extra build time is not that much and if you are (about to be) housed, small houses solve your problem easier.
-
I think there is indeed a bunch of them that are close and I wouldn't say that I can give an accurate ranking. One thing I do know, is that Ptolemies are at the top. 1 Very good eco. 2. Pikemen and Slingers are not bad starting units. 3. Camel archers can be useful, though they are not as OP as in A24. 4. Nice special building such as the Colony and Library 5. 3 Excelent heros which are on top of that available from the CC. They are available early as Ptolemies can advance quicker due to their better eco. I think there are factions who do not have a single hero as useful as any of the Ptolemies. 6. Full siege and elephants. 7. Mercenaries, which are useful in this alpha.
-
Hi, I wanted to provide an answer for the question if javelin cavalry can defend camel archers.
-
Batch Training (The Good, The Bad and The Ugly)
LetswaveaBook replied to Micfild's topic in Gameplay Discussion
I knew batch training made it more efficiently, but never knew the formula. Whenever I tried to do some analysis on batch training, I just looked in game for what it would look like. So great that you have found the formula. @Jofursloft Batch training is more efficient if you have the resources for it, but you are conveniently ignoring the costs. For a civilization with barracks of 200 wood and 100 stone and a build time of 150 seconds, I use in my following calculations a cost a 300 resources. Now that means if you look 1 barrack training units 1 by 1, you need are faced with the costs of the barracks and the units that are in the queue (100 resources per unit), which I represent here by a total cost of 400 resources. If we look at 1 barrack batch training 2 units, then we are faced with a cost of 300+2*100. So a more fair comparison would be comparing 3 barracks with training 1 by 1 (cost=1200) vs. 2 barracks with a batch size of 3 (cost=1200). In this case the 3 barracks training 1 by 1 perform better. If you want 2 barracks to produce as many as 3, you need to have queued in each barrack 7 units. So I think having more barracks has some merit for booming. -
Now I understand why you need to get Alexander the great. He makes it easier to gets such a string of houses.