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Clubman
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posted
12-02-09 08:18 AM
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Egypt You don't care about DM but state they must be given a super unit AND another super unit to have all shields...
and your point is?
I have seen helepolis being tackled with ele archers + priest combo, and I am sure scythes coming in during the attack (flank) will also add to the hele misery. You only need to convert a few, eles kill a few and scythes chew a few to remove the group completely 
perhaps not so. helepolis with their fast fire rate can even belt or 'flame belt' elephant archers quickly. for scythes, it would be the same as critical mass archers with faster attacks and not only that with an even stronger attack. not too sure about the priests though, since they are not such a big or 'fat target' compared to the other two, however, priests have weak hp. i could only see some helepolis killed by elephant archers since they also have weak hp and some converted by priests but to a meaningless extent. scythes might kill very few if they are lucky. it will take quite alot to remove the group.
200 pop limit, scythes can be constantly produced 40+ at a time, towers only last so long, stone only lasts so long Stone throwers + engineering are better IF you can protect them.
unless scythes can be moved to a position to deal maximum including adjacent damage, but still that also is not likely to destroy let alone damage much. you need them to be 'shield bearers' and you need siegecraft. wood also lasts so long, towers may also guard whatever trees are left. 'stone' is likely better to sustain damage than 'wood' therefore, towers may stand longer than chariots. even 40+ scythes may as well be cut like flies if they try to assault numerous towers. you will need stone thrower + engineering, and hopefully you can sustain that.
Choson Towers are a nightmare for ANY civ.
including those with heavy cat + engineering, armored elephants or jihad + siegecraft? and then your stone throwers here wont work. lets give them some armored eles shall we?
If an egyptian player forces a "stalemate" it means no more attacks because the other has run out of gold. If they get scythes they may have "forgotten" the 900 gold upgrade to churn out more gold units (not uncommon). At a stalemate situation 9/10 the now goldless player will say "GG" and quit. This is my experience.
since that is your experience. do you think we can go by that alone? that sounds more like what a n00b would 'hope' for - the other guy to resign. and then surprise - heavy cats to crush all your scythes, elephant archers and priests!
If one civ can force a stalemate as such, then this is a unique feature (and kinda realistic too, don't you think?).
what ever happend to 'I Rasteve, do not like realism'? also 'Real life is boring anyway'? and 'Do not forget it is a game'? and with that being said, isnt the point of the 'game' is to win? what happens if we just called it a draw 'so nobodys feelings get hurt'?
Again, DM strat = bombard armored eles with towers, archery range units, priest conversions, stables blocking paths and scythes causing a nuisance...I have seen many dead dumbos this way.
Again, there you go with the DM. and while all that is happening of them attempting to distract the elephants, there are also heavy cats and/or helepolii behind the eles which will crush and kill all those 'nuisances'. many dead dumbos? i think not, but rather many rubbles, dead archers, dead priests and dead scythes.
Egypt did not win the battle of Kadesh. They could not siege so withdrew, this is a famous example of a stalemate. Both sides claimed victory, and really Hittite did better in terms of the outcome.
In terms of the 'actual battle' of Kadesh. Egypt won as the success of timely reinforcements ensured this. In terms of Kadesh itself, the Hittites kept control of it but were pinned inside its walls. Originally, the Hittites surprised the Egyptians and were winning, but then Rameses rallied his personal guards chariots and charged repeatedly at his foes routing them out. Meanwhile, the King of Hatti still had a large reserve force left and so he ordered them to attack but then the timely arrival of more Egyptian forces combined with Rameses Amun 'then surprised' the Hittites routing them out and forcing them to flee across the river. Rameses having won however, found that it became meaningless to continue with his hold on Kadesh and decided to withdraw his siege. Basically, Hittites 'were winning' by surprising the Egyptians but then Rameses charged at them and then the Egyptians pulled 'a surprise' if not the same, on the Hittites. Seems like the Egyptians just simply outmuscled the Hittites but then later otherwise became less interested. The Egyptians later came with interest again and then again. Two and three years later, when Rameses came back to punish the Canaanites to remind them of their vassalage, he then this time, took Kadesh. His victory proved to be ephemeral however, and when he left, the Hittites regained control. He came back yet again a year after that and did the same, but nevertheless his success yet again was equally as meaningless. That's when both superpowers 'grew tired' and did a treaty.
Micro Micro = control of individual units MILITARY AND ECONOMY Without micro, say goodbye to the rush Without micro, say goodbye to a fast boom Without micro, archers cannot defeat a larger army AoE = micro-intensive, you need skills to do things before other players, faster than other players and better than other players. The interface is even designed to control small groups of units at the most. Hotkeys...micro
except setting it at your convenience with the economy though you will require some timing. also i disagree with you on the hotkeys being micro as thats not micro-intensive but its more so a shortcut. finally, once you get your army (of any size ready), theres really virtually no micro in terms of movement, attack.
Macromanagement "the overall manner in which a player manages his units and the development of his bases - making them complete and operational in RTS" Overall manner of micro i.e. macro = sum effect of micro Total War etc are macro-intensive, where you control huge armies, deploying tactics etc.
the overall manner, PERIOD. you can set as the example i mentioned above and set your economy by convenience and timeliness, use hotkeys as shortcuts and then grab your army whole and attack. in the game its about pitching player versus player and even if with micro involved, it is all about their competitiveness in them managing both military and economy simultaneously - and that my friend, is macromanagement. 
Rush First rush will remove eco from slower player...meaning follow rush will be smaller and later (you cannot build 3 towers, attack cavalry etc AND rush at the same time now can you?)
use macromanagement to build the towers, attack cavalry etc and rush at the same time. some actually overlap each other, so you can conveniently do them simultaneously such as for example forward builds also lead to rush so you may come across them while counter-rushing and use those as well.
You don't mine stone during a rush until the very end (when you have the resources to build forwards and train your rushing units) - any delay makes the rush less of a rush...and less effective
and what delay is there to make your rush less effective? you can still mine stone in the middle of a rush unless you were negligent.
How long will you need 2 villies on stone to build 3 towers? Nearly 6 minutes before the attack (can you afford putting 2 on stone 5-6 minutes into the game?) - (0.45 work rate is 333 1/3 seconds per tower).
you can do that for example before your bronzing up once you see that you got some good amount of food or wood. its the same as if you were to cavalry rush, you need gold right? and at 80 gold per cavalry is very expensive.
As soon as someone starts rushing they are making their next move - booming and walling. You rush will be weaker, later etc - good chance of hitting a wall. At the same time you have no eco 
thats why your rush doesnt have to be later and if you hit a wall then you can simply move your economy to your forward builds and prepare to surround and siege and engulf. the point of rush is to achieve the best offense for the best defense. you can ignore your economy and simply catch up later with your economy by having them at your forward builds. someone booming and walling while rushing cant expand at the same time now can they?
A villager lost or villager running is good for a rusher. They are to harass and slow the other eco.
and you can also pull the same surprise and who says you cant?
Again you forget what a rush is all about. If 2 players are rushing and 1 gets hit, player getting hit doesn't have the luxery of thinking "build 3 towers" - you don't have the eco. If you had 2 on stone a few minutes into the game why are you rushing? Shouldn't you be walling? A rush hits a wall and has only one real option - boom hard. They have to make use of the remaining map before the other player does. 16 villager eco sucks against something around 24 villies (and is growing!). Plus they are walled, so if they can peel 2 builders off they can forward your base.
i stated what a rush is all about. its not 'think' its 'do'. you may wall, fine. a rush that hits a wall can also choose to forward build and surround the walls and make a quick work instead of necessary booming hard for it. they can make use of the remaining map next. also who says you cant train some more vills? if they should also forward you then its a different game then.
A rusher hits a wall, has 16 villies, knows inside is a player growing in eco strength - why use your slow eco to build a stone thrower and try and bash your way through? By the time you make it the other player is going to have cavalry (fully upgraded) and in a large group hacking the stone thrower to pieces .
now did i say just simply make all that trouble just to get a stone thrower? you can tower outside their walls or something to harass whoever close or block whoever attempts to leave. if you really are going to just simply get a stone thrower ready then couldnt you simply use brute force instead? and btw this wall thing is considering if its not babylon or shang, then its at different standards.
Towers do not stop ANY rush - it offers minimal protection against archers at most. Don't tell me your 2 stone miners managed 3 towers and the guard tower upgrade before 12 minutes (16 villies).
did i say towers stops rush? the way you build your towers is to simply have them just like stone archers at the scene (i.e. right next to your woodcutters). they are to provide additional attack as necessary when you engage in a melee. yes i managed to get 3 towers and the sentry upgrade and if you are talking 16 villies then you are at a different standard, if you are talking guard tower upgrade then you are somewhere else.
Woodworking is important! It is the only tech you need pre-bronze for most strats (if you boom you could go for gold mining too). Woodworking allows you to hit bronze with more wood, better chance of more buildings, forwards, fishing boats, scout ships etc as well as better ranged units. With your 2 miners on stone I can see why it is not at the top of your list 
woodworking only results in +2 extra carriage and +1 extra range. for the wood part, its simply carry 2 extra wood and NOT chop wood any faster and +1 range doesnt matter much. and besides, i can simply get it while i am bronzing up ;p
The wheel is research DURING the rush to boost the eco which wants to go from 16 villies to 30+ ASAP...the wheel is for the next step - has nothing to do with the rush unless the CA is the rushing unit. If compie is your rush how slow is your rush going to be with 2 archer upgrades (impie/compie) plus units and the wheel?
the wheel is nevertheless researched first thing you hit bronze just for that purpose of speeding your economy to create troops faster for the rush, during it and after. and i dont know about your standards but its not simply make 16 villies to 30+ ASAP. if that was also the case then wouldnt macedon and persia need it then as well? the wheel is NOT the next step. you also said sometime earlier about saving the food and wood instead of researching wheel so it can be used towards more cavalry and more stables for a rush BUT you are missing the BIG picture, wheel is inexpensive (175 food, 75 wood) and its benefit can simply pay itself almost instantly and can simply result in you getting more food and wood faster for your cavalry and stables. saving the food and wood required of wheel is negligible towards you getting any more cavalry or stables.
also, if you were to compie rush for any reason including minoan (which i like compies better than CAs), then you first of all need to be fast enough to beat everyone to bronze. you may choose to wheel before you rush or during (and i would prefer before but recommend during) but then again its all about your timeliness to bronze which historically for minoans they had a flourishing early bronze age so that shouldnt be a problem should it?
Persia Persia eles use up all food in DM. Eles and archers all cost food and gold. Cheaper archers means you can get something out during a major ele battle.
so what about the fact you now have elephant archers cheaper than the cavalry variant war elephant? that doesnt make sense does it? normally should be the vice-versa. the cheaper archers thing is acceptable but you still got to consider the above even if it seems meaningless.
However, since AoH has a particular unit Persia needs a bonus for - cheaper barracks is a more viable option. They get legions (which can be fully upgraded and are cheaper) - legions train 6 seconds faster now - meaning a DM tactic whereby eles and legions are used perhaps. 20% discount seems a fair start, and gives Peria a little hand in tool rushing...
we are talking about your RasPatch, AoH can wait. cheaper infantry also sounds good as legions are simply the persian immortals.
Persia has no bronze or iron market. Having double rush capabilities (axemen cost 40 food, slingers 32/8 for land and faster firing scouts at sea) should give them a chance to "hurt" the other player enough to semi-compete with eco. Hunting offers 70% more work rate and +3 carriage, but this is very micro intensive to get the full benefit.
again we were talking about RasPatch. the hunting bonus is good but remember once you are in the tool age, then its a different standard and beyond that hunting would become scarce.
Ele archers + priests can beat helepolis (ele archers draw in fire then priests start chanting - causes panic with heles as they now want to get within priest range but often too late!).
or helepolii can simply ignore the priests and simply quickly belt out the elephant archers OR even lets say there were heavy cats as well to smash, pound and destroy your priests!
Ele archers + priests are a last resort for hcats because you will lose gold (martyrdom trick) - works better with egypt. Still elephants are faster 
just like the above, except even worse and you are likely to lose should you pull that.
DM I hate DM and I hate siege 
really? seems to be your favorite topic since you refer back to it even when i was talking about something generally. keep in mind RM can also eventually result in a sizable army. also why you hating on siege? because you are just not tough enough, sir. ;p
Again, the reason why eles are sent in first is because you can chuck out around 80 fully upgraded armored eles before catapults are even ready (let alone heavy cats).
you can do this but does that mean you dont have cats following close behind?
One unit rushes are larger and easier to manage than smaller combos (ele+hcat etc).
true. but that so much says your skill right there.
2.0 speed, 200 pop limit, hillz - standard DM settings. 80-100 AE against what, 30 AE+30cats (pre-hcats)+ballista towers (assuming micro allowed you to get this much up ) PLUS the next wave being the hcat??? GL
only 30 AE+30cats? even so the cats will pound down some if not many of the slow marching elephants and do a great deal of damage to the 80-100 AE. ballista towers protect cats and land. and the AE you have also protect as a buffer and can settle out the melee with the now weakened former 80-100 AE. plus if your next wave is hcat, then your AE can just simply stay where they are and act as a buffer for your hcats.
Siege 300 hp vs 150 hp COMPARED WITH 225 hp vs 150 hp = hitt win both (obviously proposed new hitt hcats have less hp remaining)
that is only 1 unit vs 1 unit. what about if there was 10 vs 10 with that extra stones and stray stones flying? then hitt can also lose the same as to the regulars. and the purpose of double hp for hittite is so they can withstand that.
300 hp vs scythes (iron start) - 19 to 24 hits required to take one out (range due to metallurgy)
provided if the scythes can get close to make this significant. i say increase min range rather than degrade the bonus (of double hp)
225 hp vs scythes (iron start) - 15 to 18 hits required to take one out (again, metallurgy)
i say again see above.
150 hp vs scythes (iron start) - 10 to 12 hits req (depends on metallurgy)
see first said.
Change reduces scythes required attacks to approx 4-6 hits (to destroy hcats)
the purpose of the bonus is NOT so someone else has it easier on the one with the bonus
Generally across other units it is around 5 hits difference (300 hp or 225 hp).
see above.
Again, maths cannot conclude anything because of other variables - ignore above 
except the math and variables on the siege wars first said. of course i will ignore the melee units vs hcats part ;p
America You better call this language American it gets very confusing otherwise
its the same english if not considering more. elevator and lift are the same. friend and amigo are the same too. ;p
I wouldn't say "expanded" but mispelled many words (color, civilization etc...)
we either truncated or made the word look prettier (;
WeaknessWhat about lack of wheel, no ballistics etc - these are not weaknesses? A weakness is essentially something you cannot do/do not have etc - something which can be exploited (Palmy cannot rush, Persia "cannot" boom etc). A weakness is your "flaw" - in terms of things you cannot do or things others can do against you etc. Weakness is a characteristic as opposed to strength. A strength is something you have or can do which is (generally) better than the "standard". those arent weaknesses. those are a lack thereof. others such as missing wheel are handicaps but certainly not a weakness per se. as far as aoe/ror refers to weaknesses, it is considered as something that goes against the civilization such as the old AoE persian farming example. others including starting with aok are simply 'we will give you this, but we will take away this' thereby giving them a 'strength' and a 'weakness'. a missing tech or unit is a lack thereof or a handicap if it is significant because the civilization still has its regular means and can make do elsewhere compared to something that hinders them. to put it in easier understanding, 0 is better than -1 or worse.All civs have strengths and weaknesses because they have different tech trees AND bonuses which make up their characteristics... all civs have characteristics of different tech trees and bonuses, but since ror eliminated negative bonuses, all civs have strengths. there are no weaknesses.
NumbersAgain, numbers mean little. You have to play the game to identify which current numbers could/potentially need changing then make a "trial and improvement" move where you make the change and test it out. numbers mean quite a bit. but at least you are talking sense on the testing part. i do test.In terms of testing: play the patch and state what you did and what happened (giving a comparison of what you would expect considering the original game). i did and i stated examples.All the changes have been discussed and reasoned previously. You need to state which ones you don't understand in the opening thread. theres nothing i dont understand about when it is reasonably considered. simple reactionary answers or implying such including 'Hittite is OP. Let's reduce their hcat because I am too weak.' i and perhaps many others wouldnt understand (and will definitely complain). (;
General problems: 200 pop limit is the standard....
may i ask you why is 200 pop limit the standard?
Balancing AoM = balanced via rock paper scissors, this is a specific gaming model which I will not be using
Good! this is AoE and its about pitting your best ultimate units to the fight (i.e. juggernaut owns all!)
AoK = far easier to use unit combos (formations etc)
the extra features such as gates and cheap wooden wall and conveniences such as shortcuts idle villager etc in aok would be nice but the weak attributes i would rather do without. archers and siege are not supposed to be weak, let alone pathetic.
AoE = need to tone down OP, boost UP therefore getting a bit closer to AoK level (note it could never be the same because of the interface, and unwilling to make drastic changes to archers and siege)
What? why do you need to tone down OP and 'boost UP' making no sense to be bit closer to AoK level? this is AoE/RoR and AoK (except the extra features and conveniences) SUCKS. We need sturdy units, we dont need any weak-ass units.
Ultimate and best units??? No, RM is about resource management (micro-skills) so that you can grow and fight appropriately. DM is about "ultimate and best units" - although not exclusively.
ultimate and best units meaning the best upgrade you can get to is an 'ultimate unit' which cannot be countered that easily (eg. juggernaut as the 'ultimate' warship owns all ships. you will need juggernauts of your own or some other ultimate unit such as hcats to take them down.) For RM, if the resources and time lasts that long, it can eventually get players to upgrade to the ultimate unit to fight to the death (such as cataphracts and legions). DM is a sure fire.Specify why?: They get everything and OP hcats (and again, I repeat myself) Against what?: Everything that sounds like that one taunt 'I am weak. Please don't kill me. (Repeats again).' more like 'i cant beat them so i will weaken them instead. i will make it so i start at post-iron and them in the stone age.' ;pBut they are OP too excessively, plus get best backup units (techs and super units). They are capable against all civs. OP too excessively? *as the King of Hatti* 'Well then you can kiss my grits.' so what if they are capable against all civs? arent all civs capable towards all civs?And which one is far far more likely AND do-able? wall. what you really wanted me to answer that? and watch they do an early rush to prod your wall open that hasnt been fully built yet and then sneak onto you without being noticed.  So Egypt cannot win by starving them of gold, then using stone throwers with engineering to mop up towers etc and having ele archers/scythes and priests cornering the other player? unless that player is a n00b and doesnt put anything on reserve including gold, then YES.So they can win? YES. what you want me to say?So they can win? See above.It is only essential to make the next move - eco boom/grow and walling. False. Not necessarily, in fact it is essential to speed up your first move to begin with once you hit bronze!...so eles and hcats are not common? so what about your choson wars or hha or simple brute force?So you don't play GameRanger or IGZ/Voobly? yes i do. i been playing ever since IGZ.
Sorry but you lose since he claimed victory first. ;p6 villies on wood is not uncommon if rushing (remember you need over 2000 food and around 1000 wood to double jump). If you need more wood you probably have a second group chopping else where (such as near berries or gazelle/ele..). so youve gathered 2000 food and still havent advanced? 'Well then, arrest in your foolery.' no wonder they outrushed you. ;pReview Part 1: Enhancements
the idea here is to make single player games 200 pop limit as is the standard for multiplayer games. - Civilisation unique bonuses improved to strengthen weaknesses some civs have "unplayable" weaknesses, that is to say similiar skilled players will find problems with certain strats against other players. The changes should make the weaknesses not so apparent (they will still be there, but the results of the game driven more by skill). you know the idea of civilization bonuses is to add special strength characteristics to the civilization NOT make up for weaknesses. (i.e. lets see, that civ is notable with gold but doesnt have coinage so we will make them have an extra gold bonus.) kind of like we will give this to X but take X away so that it is not available. ;p...about realism... Is it possible to make siege weapons 'repairable'? I mean, to have to repair them with villagers (like AoK) instead of healing them with priests (I think that's unrealistic :P) What? HELL NO! and remember Rasteve 'I Rasteve, do not like realism', 'Real life is boring anyway'? i would even recommend make boats healable! with priest, dock or both! and we HATE AoK. its perhaps the worst of the age games because the units are so weak its pathetic. i would probably say only keep buildings repairable unless you see fit that to make them both healable and repairable! Please Rasteve do not degrade AoE/RoR to AoK.
and btw can you make priests heal at range?
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