Dakara Posted Wednesday at 11:23 Report Share Posted Wednesday at 11:23 Why losing a city center means losing control of buildings? Quote Link to comment Share on other sites More sharing options...
Stan` Posted Wednesday at 12:11 Report Share Posted Wednesday at 12:11 48 minutes ago, Dakara said: Why losing a city center means losing control of buildings? Because the civic center represents your influence over an area. Works a bit like a medieval castle would. 1 Quote Link to comment Share on other sites More sharing options...
Dakara Posted Wednesday at 12:31 Author Report Share Posted Wednesday at 12:31 i understand, what is the role of castle ? it still maintain influence or not? now woman give zero capture to house so when we loose CC we lost house, even if full, that planned? Quote Link to comment Share on other sites More sharing options...
Stan` Posted Wednesday at 12:35 Report Share Posted Wednesday at 12:35 1 minute ago, Dakara said: now woman give zero capture to house so when we loose CC we lost house, even if full, that planned? I don't remember that change. Wasn't it the case in A26. 2 minutes ago, Dakara said: understand, what is the role of castle ? it still maintain influence or not? The fortress has a lesser role than the civil center iirc. Quote Link to comment Share on other sites More sharing options...
Atrik Posted Wednesday at 13:59 Report Share Posted Wednesday at 13:59 (edited) 1 hour ago, Dakara said: i understand, what is the role of castle ? it still maintain influence or not? now woman give zero capture to house so when we loose CC we lost house, even if full, that planned? Fortress don't provide territory root and it wasn't the case in a26 neither. Only CC's and Palaces do. In a26 all units regenerated a fixed amount of capture points for the building they were garrisoned in. This amount was dependent on phase. Basically all units regenerated 1, 5, 10 capture points in phase I , II, III respectively IIRC. In a27 units regenerate capture points for the building they are garrisoned the amount of their "capture attack" strength. Which is 0 for females, 2.5 for CS rank 1, 5 for inf champ.... To compare imagine a CC in a26 in phase III: 20 Females garrisoned = 200 capture point regeneration 20 CS garrisoned = 200 capture point regeneration 20 Champ Inf garrisoned = 200 capture point regeneration Now same CC in a27 in any phase: 20 Females garrisoned = 0 capture point regeneration 20 CS garrisoned = 50 capture point regeneration 20 Champ Inf garrisoned = 100 capture point regeneration As you can see, capturing garrisoned buildings is much easier in a27 (at the exception of in phase I where it was very easy in a26, but now it's harder instead). Edited Wednesday at 14:02 by Atrik Quote Link to comment Share on other sites More sharing options...
Dakara Posted Wednesday at 14:15 Author Report Share Posted Wednesday at 14:15 Palace of maurya give influence and keep house, where we can find a note saying a building give or not influence? Quote Link to comment Share on other sites More sharing options...
Dakara Posted Wednesday at 14:16 Author Report Share Posted Wednesday at 14:16 17 minutes ago, Atrik said: Fortress don't provide territory root and it wasn't the case in a26 neither. Only CC's and Palaces do. In a26 all units regenerated a fixed amount of capture points for the building they were garrisoned in. This amount was dependent on phase. Basically all units regenerated 1, 5, 10 capture points in phase I , II, III respectively IIRC. In a27 units regenerate capture points for the building they are garrisoned the amount of their "capture attack" strength. Which is 0 for females, 2.5 for CS rank 1, 5 for inf champ.... To compare imagine a CC in a26 in phase III: 20 Females garrisoned = 200 capture point regeneration 20 CS garrisoned = 200 capture point regeneration 20 Champ Inf garrisoned = 200 capture point regeneration Now same CC in a27 in any phase: 20 Females garrisoned = 0 capture point regeneration 20 CS garrisoned = 50 capture point regeneration 20 Champ Inf garrisoned = 100 capture point regeneration As you can see, capturing garrisoned buildings is much easier in a27 (at the exception of in phase I where it was very easy in a26, but now it's harder instead). that suck no? Quote Link to comment Share on other sites More sharing options...
Emacz Posted Wednesday at 14:28 Report Share Posted Wednesday at 14:28 historical mod, fortress gives small territory root, not as big as cc but still. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted Wednesday at 14:33 Report Share Posted Wednesday at 14:33 26 minutes ago, Atrik said: a27 in any phase I believe at least in RC1 the phase still played a role; e.g. I couldn't hold a tower with three elite units in p2 while in p3 two elite units were enough. 17 minutes ago, Dakara said: where we can find a note saying a building give or not influence? 2 Quote Link to comment Share on other sites More sharing options...
Atrik Posted Wednesday at 14:40 Report Share Posted Wednesday at 14:40 The description isn't generated, it's written so for some buildings it's inaccurate. Example the Persian palace does provide territory root but it's not noted in desc. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted Wednesday at 14:58 Report Share Posted Wednesday at 14:58 @Atrik Well that's not ideal. Don't know what to best do about it. Maybe @Vantha has an idea? Quote Link to comment Share on other sites More sharing options...
Atrik Posted Wednesday at 15:21 Report Share Posted Wednesday at 15:21 18 minutes ago, Gurken Khan said: @Atrik Well that's not ideal. Don't know what to best do about it. Maybe @Vantha has an idea? I've checked and for-now, I think only the Persian palace miss that territory root labeling. So short therm it could be just added. For mods and future alphas it would be ideal to have more infos automatically added to the descriptions. I think a lot of datas could be nice to have into the descriptions, like pack / unpack times for relevant units would be a example... Maybe with a list with bunch of datas that would be nice to have, that could facilitate the work to whoever would tackle this. Quote Link to comment Share on other sites More sharing options...
Stan` Posted Wednesday at 15:28 Report Share Posted Wednesday at 15:28 cc @Langbart for https://gitea.wildfiregames.com/0ad/0ad/pulls/7510 1 Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted Wednesday at 16:39 Report Share Posted Wednesday at 16:39 Forts haven’t had root for awhile and only did in a24. This was one of the many things that a24 did that was pretty widely disliked and pretty swiftly undone. Root was removed because it created incredibly long (and boring) games since defeating an enemy effectively required a total decimation of their base. This took a long time and was disfavored. (There were other aspects of a24 that contributed to overly long games and this was just one aspect of it) 4 hours ago, Stan` said: I don't remember that change. Wasn't it the case in A26. No. It was a change in a27. @real_tabasco_sauce and I both separately raised concerns about it at the time. I think @real_tabasco_sauce ultimately changed cav capture stats to mitigate some of the concern. I think that was a good change and fixed a lot of what would’ve been a problem. I also think it was needed for other reasons. I don’t like the current mechanic and prefer the old version. https://code.wildfiregames.com/rP27142 1 Quote Link to comment Share on other sites More sharing options...
Dakara Posted 11 hours ago Author Report Share Posted 11 hours ago if i take a tower level 1 in ennemy base and i garnison 3 citizen troop, i will loose the tower , good or not? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted 10 hours ago Report Share Posted 10 hours ago 28 minutes ago, Dakara said: good or not? Different? In p3 two elite units will hold it. (At least that was my experience in RC1, didn't play the final version much yet. Since I always had dedicated "tower guys" it wasn't too much of a change for me.) Quote Link to comment Share on other sites More sharing options...
Dakara Posted 9 hours ago Author Report Share Posted 9 hours ago seems everyone is agree but take a CC with 50 men while ennemy has 20 men inside in P1 should be crap.. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 9 hours ago Report Share Posted 9 hours ago (edited) 4 minutes ago, Dakara said: seems everyone is agree but take a CC with 50 men while ennemy has 20 men inside in P1 should be crap.. Are you agree or you are against? I didn't understand. It makes sense that a rush to capture doesn't work in 1P, at least it would be very boring to lose CC in the first few minutes. Edited 9 hours ago by Classic-Burger Quote Link to comment Share on other sites More sharing options...
Dakara Posted 8 hours ago Author Report Share Posted 8 hours ago I'm against it but maybe the community is for it I'm not even talking about a barracks with 10 men inside... we quickly lose 10 men + a precious building Quote Link to comment Share on other sites More sharing options...
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