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Thread: Aeroagg's Advanced Combat Mechanics

  1. #11
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    This is in the wrong section.

  2. #12
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    Quote Originally Posted by killerwave7 View Post
    I really like this guide and time to polish it some more (very minor things), in the 2nd table, round 5 there are still swordsman on your side but remaining soldiers shows 0.
    Also might I offer that the 100k war bomb is much more cost effective and also reduces the cav's down by a considerable amount.

    very nice though and you have done way more than I would have even expected lol +rep
    I do need to fix a few things in the table... minor typos like what you pointed out

    As for the 100k war bomb, it is more cost effective, but only kills 13,400 cav instead of the 50k pike bomb killing 36k... 13,400 didnt kill enough to set up the rounds as i liked... now if you send 3 100k war bombs, it would still probably be more cost/time effective and accomplish the same... at least for the 252 ATT hero i tested this with

    Quote Originally Posted by Satan View Post
    This is in the wrong section.
    I'm hoping it will be moved. It would not let me post in the guide section

  3. #13
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    Quote Originally Posted by AeroAgg06 View Post
    I do need to fix a few things in the table... minor typos like what you pointed out

    As for the 100k war bomb, it is more cost effective, but only kills 13,400 cav instead of the 50k pike bomb killing 36k... 13,400 didnt kill enough to set up the rounds as i liked... now if you send 3 100k war bombs, it would still probably be more cost/time effective and accomplish the same... at least for the 252 ATT hero i tested this with



    I'm hoping it will be moved. It would not let me post in the guide section
    Actually just one is cost effective, you can do it with none if your attack hero is high enough but with Warr/Pike/Sword layering if you kill cavalry in 3 rounds you get Trade-Fire

    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. #14
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    Eh either way... People who think 50k pikemen are costly in general, don't need to be worrying about a 12 yet anyway... I'll work out the rest of the waves and see if it still takes as many to break as your guide show spawn, my guess is it may be the same

  5. #15

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    can any one tell me what r exactly the units that gain range bouns from the walls lvl and the units that gain range bouns from archry tech. lvl?, dose this include all units and fortifications or just the range units??

    and about rams , deffensive trebuchet and rolling log are they ranged units or not? do they gain wall lvl bouns or archry tech bonus.

    Thanks for help

  6. #16

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    Err am I the only one spotting a mistake here ?

    In every NPC 12 example you have the attacking archers moving to 1000 in round 2...
    My understanding is that it isn't the case.

    Defending cav moves first, they get in shooting range of archers and archers do not move and stay at 500 and the outcome is quite different...

  7. #17
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    yeah, i messed up the numbers... im going to post corrections... once i fix it , i actually break it with 1 less wave... just havent had a chance to post it yet... i also didnt include the enemy AT's which change it up some

  8. #18
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    Quote Originally Posted by Aildiin View Post
    Err am I the only one spotting a mistake here ?

    In every NPC 12 example you have the attacking archers moving to 1000 in round 2...
    My understanding is that it isn't the case.

    Defending cav moves first, they get in shooting range of archers and archers do not move and stay at 500 and the outcome is quite different...
    Yeah, just a real quick note, melee troops will always move before ranged-units. Even if that melee unit has less speed than the ranged-unit. Just something to keep in mind.

  9. #19
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    Corrections:

    Intellect is now treated appropriately in combat equations
    Unit vs Unit bonus table now accounts for ranged vs cavalry appropriately

    The attack numbers in the layering tables are incorrect, and the movement of archers in round 2 of each layering table is wrong (they should stand and shoot the cav instead of advancing)

  10. #20
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    so is there a spreadsheet avail to do our own testing? or is that a trade secret?

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