Deicide4u Posted May 3 Report Share Posted May 3 Why would I ever attack a Civic Center with human troops if I can capture it much easier? Buildings need to have their hack armor lowered. 24 minutes ago, petervw said: Maybe separate the defaults for 3 (or more?) groups That will just confuse the newbies more. Then you'd have to answer questions like "Why are my troops not attacking this structure when I right-click on it?" or "Why are my 50 troops tickling this tower for a full minute?" Quote Link to comment Share on other sites More sharing options...
Dakara Posted May 3 Report Share Posted May 3 What I'm curious about is why Gaia is attacking our territory. There's no reason. It's frustrating to lose these buildings to Gaia. Building resistance when garrisoned needs to be improved. Quote Link to comment Share on other sites More sharing options...
Dakara Posted May 3 Report Share Posted May 3 1 minute ago, Deicide4u said: Why would I ever attack a Civic Center with human troops if I can capture it much easier? Buildings need to have their hack armor lowered. That will just confuse the newbies more. Then you'd have to answer questions like "Why are my troops not attacking this structure when I right-click on it?" or "Why are my 50 troops tickling this tower for a full minute?" because the player did not consider it useful to make troops adapted to destroy the buildings. There are plenty of troops with crush damage and even the cutting edge does the job Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted May 3 Report Share Posted May 3 10 minutes ago, Dakara said: because the player did not consider it useful to make troops adapted to destroy the buildings. Like rams and elephants? Both are in the City Phase, that's the point. I don't want to wait for so long, it takes ages to prepare a push with siege. Quote Link to comment Share on other sites More sharing options...
Dakara Posted May 3 Report Share Posted May 3 1 minute ago, Deicide4u said: Like rams and elephants? Both are in the City Phase, that's the point. I don't want to wait for so long, it takes ages to prepare a push with siege. sword unit, slingers Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted May 3 Report Share Posted May 3 (edited) 12 minutes ago, Dakara said: sword unit, slingers Swords are useless versus buildings, slingers are situational and civ-dependent. Towers, Civic Centers have 95% hack armor. Most other buildings that train units have 92%, including Fortresses that don't train anymore. So, 5-8% damage received. That's nothing. Even if it was 10-12%, that's still 1-2 damage from most swordsmen units. Even less for hoplites and spearmen. Edited May 3 by Deicide4u Quote Link to comment Share on other sites More sharing options...
petervw Posted May 3 Report Share Posted May 3 (edited) 57 minutes ago, Deicide4u said: That will just confuse the newbies more. Then you'd have to answer questions like "Why are my troops not attacking this structure when I right-click on it?" or "Why are my 50 troops tickling this tower for a full minute?" Not if it is a specific setting you have to change. Defaults would be set to attack. If a newbie changes a setting, they should expect a difference in behavior. Edited May 3 by petervw Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted May 3 Report Share Posted May 3 3 minutes ago, petervw said: Not if it is a specific setting you have to change. Honestly, the settings screen is already too crowded with options. Being able to configure things is good, but the expected behavior should be set in and by the game, not in some settings option. Unless it's really necessary and useful (like the default batch size). Just to give you guys an idea, I'll list an example from Brood War. To destroy a Protoss Gateway in mere seconds, only 10 Zerg hydralisks are needed. 500 Shields + 500 Hit Points = 1000 health. On default MP game speed, 10 Zerg Hydralisks dish out 10x10 damage per 0.8 seconds to the first 500 shields, then 10x9 damage per 0.8 seconds to the 500 hit points. So, you have about 15 seconds to save the Gateway. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted May 3 Report Share Posted May 3 @Deicide4u the current community mod has changes you might be interested in. you can get it in the mod downloader. CCs and forts still have the same ttk with non-siege units, but other buildings can be poked down quite effectively. There are some other changes too. Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted May 3 Report Share Posted May 3 (edited) @real_tabasco_sauce, thanks. I've tried it already and the changes are good. I'd even reduce the hack resistance a bit more. Some random maps had issues with hanging during the map generation, so I'll wait until second point release to try it again. Edited May 3 by Deicide4u Can't type right. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted May 3 Report Share Posted May 3 21 minutes ago, Deicide4u said: Some random maps had issues with hanging during the map generation, so I'll wait until second point release to try it again. I didnt notice that, but ill keep an eye out for it. Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted May 3 Report Share Posted May 3 (edited) I'll install it now cleanly using the mod downloader. I did that manually the first time, maybe it messed some thing up. Looking forward to testing it a bit more. I took a glance at Age of Empires 2 and Age of Mythology building defense values. In both games, the buildings are very resistant to arrow fire, but still vulnerable to melee units. Fortresses in AoM have 40% hack resistance. The castle in AoE 2: DE has 8 melee and 11 pierce armor. In other words, if you don't have an army to supplement your defense, the buildings won't save you. EDIT: No hanging so far. Edited May 3 by Deicide4u Quote Link to comment Share on other sites More sharing options...
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