-
Posts
89 -
Joined
-
Last visited
-
Days Won
4
TheCJ's Achievements

Discens (2/14)
95
Reputation
-
In 1v1s, you dont have an ally. In teamgames, he has an ally aswell. If youur ally has to help you, the enemy ally has a boom advantage and their team wins. They are (one of?) the only cav archers in p1. Thats why they're better; they outrange your soldiers (except archers ofc). If you're an cs archer civ, just make more archers and a few towers Making your own cav and going to his base (instead of chasing his cav archers) is also very good, if he loses his food eco he cant make any more cav. With a civ with counter cav you can just rush him before he rushes you, this camel archer tactic is weak against very early pressure.
-
Hm, are they? Not in the games I play in, but I'll take your word for it. Then the wall situation maybe isnt as bad as it looked to me, sorry.
-
Is it fine as it is? Walls are currently so irrelevant, most people wouldn't even notice if we removed them. Of course, nobody likes it if "Bunkering"/Turtling becomes "meta", but making walls atleast useable in some situations would not have that effect. Otherwise you make good points!
-
Palisades are not cheap enough either. They also take too long to build. Closing up your base (or vulnerable parts) just because you think cav might be coming gives you too big of an economic disadvantage. And reacting with palisades after the first raid hitted just means the first raid did even more damage. Also they are paper to anything melee. Is that not what they are currently doing? If I need 100 citizen archers to actually one-shot a champion cavalry unit, Id say each one is doing more of a "harassment" than a "killing". Also, almost all units have armor? If cavalry was 1.5x as quick than infantry, it would still be quicker? Just for reference; the fastest base cav unit in AoE2 (the hussar) is 1.5x as fast as their counter (the halberdier). If it works for them, it might just work for us.
-
How do you contribute @Classic-Burger? Besides by being confused?
-
You do know that @Emacz and I are making the historical mod together, right? Historical mod would not be where it is right now without me.
-
But thats because most heros are recruited in the fort. If they were recruited in the wonder, everyone would build wonders. Well, Fort+Will to Fight is 1500/1800/2100/1500 while a Wonder+Glorious Expansion is 2000/4000/2000/1500, so its really only more expensive regarding wood (and a bit food I guess). The real problem is this; The wonder takes way too long to be built. 1000s?? More than twice the time of a fort (450s)?? Insane.
-
The current bonus is already much stronger than Will to Fight, as 20% more pop means 20% bigger armies, which means your army deals ~20% more damage and has ~20% more hp. And you also get the resource trickle. 50% more pop is ludicrous.
-
This is true. If we can loot enemy buildings, why not our own buildings that we dont use anymore? Also, there have been many cases in history where the stones of some older buildings were used in the construction of new ones, afaik.
-
As long as the construction was not finished, you get back a portion of the resources, depending on how far the building process has proceeded. So if you place a foundation and instantly delete it, you have built 0% of the building and get back 100% of the resources. If you only notice you want to delete the building, after it has been 70% completed, you only get back 30% of the resources. It does not even matter if an enemy destroyed the foundation or you deleted it; If you place a foundation in the direction of your enemy and he destroys it instantly (e.g. with his scout), you get back 100% of the resources.
-
now this, this is beautiful. Make stone walls cheaper, faster to build, a little smaller and with less hp and the "cav problem" is gone. Because the cav cant realistically engage the actual enemy army (which consists of up to 100 spearman) without heavy losses and with more useful walls, they cant really disrupt your economy (if you prepare sufficiently).
-
How would you do that? Just like you can't make recruiting a one-button choice, since you might want certain barracks at certain positions producing certain units and other barracks producing other units, I want some of my ranged units to attack certain enemy units and some of them to attack other units (or even buildings when they're currently under construction, to delay the building being done). I just don't see how a single button even could do that.
-
Choosing which units to prioritize targeting is a strategic choice. One that might require a decent amount of inputs, but nevertheless a strategic choice. Regarding champs from fortresses/special buildings; in historical mod, the only champ that is recruited in a base production building is the Persian Immortal. All others got their own building or come from the fortress. This has indeed helped with champion spam.
-
If you dont intend to use it, just remove the hotkey? I was under the impression they would add an option for that? This kind of is a proposed improvement to attack-move. Although your proposal is also interesting.
-
I agree that this does not need immediate improvement, it works good enough. But an icon when hovering over fields (like when hovering over buildings while having a unit selected and holding the garrison button) would be a nice quality of life improvement, as I wouldnt have to click through all my farms to find the one farm that only has 4 women working on it.