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Thread: Spawn's Simple Historic City 14 Capture Guide

  1. #41
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    Quote Originally Posted by X~Calibur View Post
    Very weird report. Yes, I assume there are still a few things about the battle engine that we don't fully comprehend yet. I don't think mount is the entire explanation, as it seems that would cause serious inconsistencies with the reports that we do get.
    Yeah was thinking that after i posted it as well, I'm sure we will figure it out at some point

    Spawn- AgeII Na13 - Massacre Founder
    Every one of your enemies has a weakness, you only have to find it, Unless you find your self facing me, were it shall be your weakness that leads to your demise - Spawn.

  2. #42
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    This is probably the explanation:

    Quote Originally Posted by Naems View Post
    Also, for the movement phase, I believe that its melee units move first (by speed) then ranged units move (by speed). Not simply fastest unit moves first.

    This means that rams, workers and warriors move before archers - meaning they play a much larger role in arch rainbows than previously thought.
    so A. warriors and workers move before D. archers and it plays out like this:

    A. arc 4200 ---->2400
    A. war 4000
    A. work 4120

    D. sword 1650
    D. arc 1500 ---->3900
    D. war 1200
    --------------------------------
    A. arc 3700 ---->1900
    A. war 3600 (dead)
    A. work 3760

    D. sword 2200 (taking archer fire)
    D. arc 1500 ----> 3900 (getting multiple free rounds on archers)
    D. war 1600


    The A. warriors move before the D. archers, they move from 4000 to 3600, get within archer range and make the archers stay at 1500.

    [Thanks to WolfgangMA for pointing out Naems post to me]
    Last edited by Woldere; 07-16-2010 at 10:48 PM.

  3. #43
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    Ah that explains it. Good post.

    Spawn- AgeII Na13 - Massacre Founder
    Every one of your enemies has a weakness, you only have to find it, Unless you find your self facing me, were it shall be your weakness that leads to your demise - Spawn.

  4. #44

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    why would the A warr move before D archs... is this strictly for age2 or am i missing something lol

  5. #45

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    Just a point of reference on your city recommendations of 9 cities with 1m range.. Theres only 8 spaces surrounding any given location. 4 will be at 1mi at the polar coords and the remaining 4 will be 1.4miles rest will double the previous spaces distance. So 2 and 2.8miles for the 9th city and the chances that you will have 8 open flats surrounding the city are almost non-existent. Obviously you meant the closest possible positions but figured it may help to clarify that as people using this method would typically be newer players and wondering how anyone was getting 9 cities that close.

  6. #46
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    Quote Originally Posted by S.Borat View Post
    why would the A warr move before D archs... is this strictly for age2 or am i missing something lol
    Naems post is from hellfire's guide and is not Age II specific.

  7. #47

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    Quote Originally Posted by 0Spawn0 View Post

    ^Cities^
    1 City, 1 Mile Away From the Target ( Recommended 9 Cities, with 1 Mile Away From the Target)

    lol, how could you possibly setup 9 cities 1 mile away from target? Do you mean 4 x 1 mile and 4 x 1.4 miles instead?

  8. #48
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    It's good to see the nitpick police finally arrived.

  9. #49

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    lol yeah, pretty sure he meant 9 cities with one 1 mile away

  10. #50
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    Brute force just the way i like it hehe, obviously this is just a way to attack it through brute, but this is like a basic starting point for people to improve from here.

    As i know spawn is also a mech head like me once i do my 14 when im just not to lazy ill upload the reports (all which are not blank up to the break of the city) for you to use/include in a guide.
    [Ninno20 aka Olympia aka Rhys]
    and i will remember your name and face
    on the day you are judged by the funhouse cast
    and i will rejoice in your fall from grace
    with a cane through the sky like "none shall pass"

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