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Forum : Notice Board
<<   1 2 3 4   >>
AuthorTopic : May 2008 - Updates
Crazy Li
Joined 4/09/2007
Posts : 1058

Posted : Sunday, 18 May 2008 - 19:05

ah, cool. good work, Req.

TaurusRex
Joined 14/06/2002
Posts : 9462

Posted : Monday, 19 May 2008 - 09:57

Being able to get the advanced, expert and master troops faster will help (I guess), but as long as basic and advanced troops can be pumped up to actually compete with expert level troops, there still seems to be a disparity in production proportions.

Costs of production are high in gems at least and just not enough of it in all three respects imo (i.e. not enough barracks, not enough levels and not enough expert and master troops in proportion to that of basic including archers).

The production may be in proportion to as it was, but the comparison that comes to my mind is for example in construction a task like for example building scaffold at least seems to become four times as efficient with two men building it as it does with one man building it.

Don't forget that we aren't on BPs anymore and mace and knights are the only units with multiple retale and offence without taking damage respectively.
Two stacks can inflict a lot more damage than just one because all melee units get at least one retale.

rex

Crazy Li
Joined 4/09/2007
Posts : 1058

Posted : Monday, 19 May 2008 - 13:30

what you just said is the main reason why I will never use falchs to try to battle squires, but instead just use simple scouts. I can get more out cheaper and quicker and just surround the squire

HOWEVER, let's not forget that the tactically-inclined can limit your fighting space so that you CAN'T surround their big and powerful single stack. in open spaces, lots of smaller stacks are better, but when in a more closed environment, you want to put as much power into a single stack as possible because you're not gonna get as many attack opportunities.

TaurusRex
Joined 14/06/2002
Posts : 9462

Posted : Monday, 19 May 2008 - 14:15

Well again, trying to be brief I'm not making myself clear even though you seem to understand my point, but the problem is that I have found myself in Duels barely able to crank out one descent sized stack of mace or falks much less two before being overwelmed with scouts, squires and massed archers.

I think I would actually appreciate about a .3 overall increase in expert and master production more than the research cost reduction except I guess if started early enough we may be able to field enough, but that I don't really know and still have my doubts.

I think Req needs to Duel Ice.

rex

Crazy Li
Joined 4/09/2007
Posts : 1058

Posted : Monday, 19 May 2008 - 16:11

well, Req explained his whole system of production rates vs. stats... apparently, there's a melee balance so that the number of troops possible to make in X ammount of turns multiplied by the total number of health of those units is equal in all melee units. if production rates of higher level troops were increased, they would end up being horribly overpowered and there would be far less strategy involved in the game. it would just be a race to get master troops without a second thought.

as is now, you hafta think about what's the best for the situation and manage your economy and troop production.

I've been able to use maces in duels before just fine and let me tell you that they REALLY can come in handle when on the defensive.

Crazy Li
Joined 4/09/2007
Posts : 1058

Posted : Monday, 19 May 2008 - 19:55

what do you have against Req...? :\

TaurusRex
Joined 14/06/2002
Posts : 9462

Posted : Monday, 19 May 2008 - 22:41

I have master training in all three barracks and production of macemen is at .875/turn.

rex

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Monday, 19 May 2008 - 22:47

Not to be a bother, but isn't this the notice forum?

TaurusRex
Joined 14/06/2002
Posts : 9462

Posted : Monday, 19 May 2008 - 23:11

"- Lowered cost of Advanced, Expert & Master Melee/Ranged techs so you can get the higher level units faster."-Req

CL and I are discussing that I think a slight increase in expert and master production might almost help more than the above because if we can't get enough units into the field to stop the horde rush of scouts and massed archers no matter the cost or when we start production it may have just as well been left as it was imo.

PS:
No turning back now Coop ...
I'll probably draw a moderator rebuff for this, but who died and made you moderator?

rex

Crazy Li
Joined 4/09/2007
Posts : 1058

Posted : Tuesday, 20 May 2008 - 00:09

now let's behave... as Coop mentioned, this is the Notice Board, not a place for fighting.

I already clearly explained why Req will not increase troop production. there needn't be anything more said on the matter.

Oleg The Wise
Joined 23/05/2008
Posts : 11

Posted : Friday, 23 May 2008 - 16:39

these updates are helpful - but I am kinda lost only because I don't know what to compare it to - I read between the lines on what Sage was saying about the Strategies and Tactics forum and am trying to compare the two - I hope that has me on the right track.

Oleg

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Saturday, 24 May 2008 - 07:54

- Updated Outposts to 20-tiles viewing range from 16.
- Outpost techs give +4 viewing range per tech instead of just 2.

Choirsinger
Joined 19/12/2007
Posts : 617

Posted : Saturday, 24 May 2008 - 11:08

cool...i haven't used an outpost in a while

Sage DoC
Joined 8/11/2002
Posts : 4070

Posted : Sunday, 25 May 2008 - 00:22

Oh my god...I loved outposts already and now I love them in a carnal way as well...

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Sunday, 25 May 2008 - 02:57

- Taxes, Tax-Reform, Government & Empire techs are now cheaper, live under the Castle (not marketplace) and give +500, +600, +700 & +800 Gold respectively.
- Players start with +1000 Gold base income and +1000 Gold per castle.
- Drawbridges are now accessible by getting Castle Defense, same as Towers.
- Palisades, Walls, Drawbridges and Towers Techs are now a little bit cheaper.
- Seige and Expert Seige techs are now cheaper.
- Battering Rams now have a move of 6, up from 5.

Last Edited : Sunday, 25 May 2008 - 03:01

Harold1 DoC
Joined 21/04/2007
Posts : 1977

Posted : Sunday, 25 May 2008 - 04:02

Very Nice Req

Mog DoC
Joined 5/02/2004
Posts : 14303

Posted : Sunday, 25 May 2008 - 04:07

Note that since the tax stuff is under the castle instead of the marketplace they are available without a marketplace! Markets are only for transactions now, not as a precursor tech for anything.

Outposts have 20 view range and can have up to 32 with all three techs, so beware, you'll have no idea who is watching or from where.

Corflu
Joined 22/08/2003
Posts : 1408

Posted : Sunday, 25 May 2008 - 10:05

interesting changes. Drawbridge and techs are a good change as well as reduced seige. Good move to help rams too. Not so sure about the gold changes though.

Sage DoC
Joined 8/11/2002
Posts : 4070

Posted : Sunday, 25 May 2008 - 13:24

Not crazy about the gold changes...and not just because I already paid 6000 gold to get tax reform in all my games.

What was wrong with the way it worked before?

laur
Joined 9/01/2008
Posts : 320

Posted : Monday, 26 May 2008 - 10:19

and I built market places...cause I did not watch the news

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