Thanks, I don't mind (and would likely welcome) the randomness, if it were understood. I was looking forward to developing my Stele to positively change things (sometimes ). A more clearly understood battle system will be most welcome. As it stands, I see references to battle rounds, but after 3 weeks of the server, no battle report has ever had more than a single round.
Posts by Kurgar
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I like that they put a certain amount of randomness in, but the difference in results from one attack to the next suggests they should either a) reduce it b) explain in reports how lucky/unlucky we got or c) check they put their brackets in the right places.
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Kurgar vs Barbarians
04:47 (11 minutes ago) in: [465:513] Choop Bon
Victory!Kurgar gained an overwhelming victory on the battlefield
Troops
Kurgar
[Tenoc] Tenochtitlan
Holcan Lancer
(0 / 1)
Polom
(88 / 95)
Shaman
(100 / 100)
Quipucamayoc
(100 / 100)
Holcan Bowman
(78 / 172)
Atlatl Hunter
(264 / 271)
Eagle Warrior
(20 / 20)
Total: 759 unitsCasualties: 109 units
Can be healed: 8 unitsvs
Barbarians
Wall (10)0 / 79,729
Spy
(0 / 5)
Holcan Lancer
(0 / 510)
Shaman
(0 / 5)
Quipucamayoc
(0 / 5)
Pochteca
(0 / 4)
Holcan Bowman
(0 / 168)
Atlatl Hunter
(0 / 5)
Eagle Warrior
(0 / 1)
Jaguar Warrior
(0 / 1)
Total: 705 unitsCasualties: 705 units
Can be healed: 77 units
Round details
Attacker Kurgar
Defender Barbarians
Round 1
677 units
66 units
Round 2
650 units
0 units
Results
The battle ended after 2 rounds and with 814 casualties.
Winner: Kurgar
The army of the attacker Kurgar has pillaged Choop Bon [465:513]
Original cargo: 213,640Booty: 74,334 52,358 36,242
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I'm getting too lazy to edit out the spaces, so they'll have to fix reports so we can link them. Anyway, more smart guys changes things
Troops
Kurgar
[Tenoc] Tenochtitlan
Holcan Lancer
(0 / 22)
Polom
(95 / 95)
Shaman
(98 / 98)
Quipucamayoc
(81 / 81)
Holcan Bowman
(170 / 192)
Atlatl Hunter
(271 / 271)
Eagle Warrior
(20 / 20)
Total: 779 unitsCasualties: 44 units
Can be healed: 3 unitsvs
Barbarians
Wall (10)0 / 79,729
Spy
(0 / 5)
Holcan Lancer
(0 / 510)
Shaman
(0 / 5)
Quipucamayoc
(0 / 5)
Pochteca
(0 / 4)
Holcan Bowman
(0 / 168)
Atlatl Hunter
(0 / 5)
Eagle Warrior
(0 / 1)
Jaguar Warrior
(0 / 1)
Total: 705 unitsCasualties: 705 units
Can be healed: 56 units
Round details
Attacker Kurgar
Defender Barbarians
Round 1
735 units
20 units
Round 2
735 units
0 units
Results
The battle ended after 2 rounds and with 749 casualties.
Winner: Kurgar
The army of the attacker Kurgar has pillaged Aantik Chowakil [442:507]
Original cargo: 235,490Booty: 74,334 52,358 36,242
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It's completely screwed, compare your Lvl 4's to this one. Essentially you need a few lancers to wave a red flag at them and a few bowyers to call their mother names.
I think we need to figure out how the quipamayoc (sergeants/officers) effect things and what amount of them to use, as it's presumably important (1 for each 5 or 6 troops would make sense in terms of modern combat).
Kurgar vs Barbarians
02:00 (7 minutes ago) in: [452:530] Hachik Polok
Victory!
Kurgar gained an overwhelming victory on the battlefield
Troops
Kurgar
[Tenoc] TenochtitlanHolcan Lancer
(0 / 19)
Polom
(95 / 95)
Shaman
(98 / 100)
Quipucamayoc
(79 / 79)
Holcan Bowman
(188 / 236)
Atlatl Hunter
(266 / 266)
Eagle Warrior
(20 / 20)
Total: 815 unitsCasualties: 69 units
Can be healed: 6 units
vs
BarbariansWall (10)
0 / 79,729
Spy
(0 / 5)
Holcan Lancer
(0 / 510)
Shaman
(0 / 5)
Quipucamayoc
(0 / 5)
Pochteca
(0 / 4)
Holcan Bowman
(0 / 168)
Atlatl Hunter
(0 / 5)
Eagle Warrior
(0 / 1)
Jaguar Warrior
(0 / 1)
Total: 705 unitsCasualties: 705 units
Can be healed: 82 units
Round details
Attacker Kurgar
Defender Barbarians
Round 1
766 units
23 units
Round 2
746 units
0 units
ResultsThe battle ended after 2 rounds and with 774 casualties.
Winner: Kurgar
The army of the attacker Kurgar has pillaged Hachik Polok [452:530]
Original cargo: 236,410Booty: 74,334 52,358 36,242
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Cool, but why is a larger percentage of the barbarian's casualties eligible for healing than mine, when I have shamans, medicine, itzamma temple and carriers to go back to it with casualties/bodies etc but have chopped the barbarians into little bits, jumped up and down on their corpses and then burnt them and pissed on their ashes?
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The expense of the Quetzal Palace and upgrades limits new city settling perfectly well. The L5 market thing just makes established players micro-manage a new city every time which is both pointless and tedious.
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Front Line Units: Units with higher 'Weakness' always receive damage first in all 'Waves' of attack. Lancers come in to play here, as well as other units like Eagle & Jaguar Warriors, but for the most part - throughout the game - Lancers are going to be your driving force and your fodder. The exact number at which 'Weakness' comes in to play when the combat calculation beings is currently unknown, but to be safe it's always good to have high numbers of Lancers. You have to make sure that you always have them when attacking, if you send only Bowmen at an enemy, they will be slain before they can output any casualties to the enemy fortifications. Though most of this may come as common sense once it's read/realized, it's still good to keep an equal amount of units within your army, always keep it diverse.
•Weakness - The percentile value of the Attack & Defend priority of a unit. Exact Threshold of when this takes place is unknown, however, I assume that the equation works similar to this; Units with 51% or More Weakness will both Attack & Defend in Wave 1 of a Battle. Units with 50% or Less Weakness will both Attack & Defend in Wave 2 and on of a Battle.
I'm not at all convinced that this is how it works. The leading player in the game is cheerfully and successfully attacking without lancers or bowmen.
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I understand that more raids per day are always handy, but consider that as you level up you are also able to take on barbarian villages of a higher level which have a greater bounty. Targeting stronger barbarian villages as you progress is the prefered way to make the most of the allotted raids per day.
I waited a little before replying to this. While there is no decent PvP battle system (we can steal 40% max of a players res but can't damage or capture cities and players only have res spare if they log in, collect it but don't use it), PvE is all we have.
Unless you correct me, each level of barbarian city requires approximately 5 times the attack strength of the previous level, to sensibly attack. After 3 weeks + of the current server, most active players are now able to hit L3 barbs and a limited few are able to hit L4's.
Edit 5 x the attack force needed for approx 150% reward, compared to previous barbarian level.
That means that 5 attacks on barbs per day (plus maybe 2 or at most 3 more using turquoise) are the only thing separating the game from tractor games.
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are small and we seem to be pointing them out to people quite often.
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Why do we need a L5 market to receive resources in our own cities?
[02:36]
sebas2651:
btw point of attention for the devs.. i
think they should allow you to send some resources with your settlers
with poloms or something like that
[02:37]
Kurgar:
I didn't try, but that's an excellent idea.
[02:37]
Kurgar:
That matches real.
[02:37]
sebas2651:
i know you can only send like 1k because that is the max of resources ou can have in the beginning but...
[02:38]
sebas2651:
now i am struggling to build couz of res shortage
[02:38]
Kurgar:
Getting market to L5 in a new city is a pain.
[02:39]
sebas2651:
yea ik got it too lvl 2 now... been busy all day for it -
Opponent has no shaman and no itzamma temple, but 47 troops can be healed?
Kurgar vs Mad-Dog
21/06/2015 23:17 (about an hour ago) in: [509:422] Avalon
Victory!
Kurgar gained an overwhelming victory on the battlefield
Troops
Kurgar
[Tenoc] Tenochtitlan
Holcan Lancer
(1,445 / 1,537)
Polom
(62 / 68)
Shaman
(33 / 33)
Quipucamayoc
(48 / 48)
Holcan Bowman
(205 / 205)
Atlatl Hunter
(66 / 66)
Total: 1,957 units
Casualties: 98 units
Can be healed: 10 units
vs
Mad-Dog
Wall (6)
0 / 46,032
Spy
(0 / 25)
Holcan Lancer
(0 / 200)
Polom
(0 / 20)
Quipucamayoc
(0 / 40)
Pochteca
(0 / 10)
Holcan Bowman
(0 / 90)
Total: 386 units
Casualties: 386 units
Can be healed: 47 units
Round details
Attacker Kurgar
Defender Mad-DogRound 1
1,859 units
0 unitsResults
The battle ended after 1 rounds and with 484 casualties.
Winner: Kurgar
The army of the attacker Kurgar has pillaged Avalon [509:422]
Original cargo: 220,060
Booty: 13,769 0 12,529
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As thread title says, it seems like it should be possible to persistently siege an enemy city, attacking it (for example) once per hour, without troops having to go the whole way home and back again.
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I read it as a barracks for defensive troops help from other players, but the description also says "coming soon attacks with allies". Maybe that means troops lent to you that you control, but I didn't read it that way? I thought more book co-ordinated attacks with allies troops to hit at the same time?
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I think Krymac and I both thought around 2000 lancers for an effective hit and this still looks about right.
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Kurgar
[Tenoc] TenochtitlanSpy
(46 / 46)
Holcan Lancer
(1,123 / 1,451)
Polom
(68 / 68)
Shaman
(33 / 36)
Quipucamayoc
(48 / 48)
Pochteca
(27 / 30)
Holcan Bowman
(205 / 212)
Atlatl Hunter
(66 / 66)Total: 1,957 units
Casualties: 341 units
Can be healed: 29 unitsvs
Barbarians
Wall (10)
0 / 79,729Spy
(0 / 5)
Holcan Lancer
(0 / 510)
Shaman
(0 / 5)
Quipucamayoc
(0 / 5)
Pochteca
(0 / 4)
Holcan Bowman
(0 / 168)
Atlatl Hunter
(0 / 5)
Eagle Warrior
(0 / 1)
Jaguar Warrior
(0 / 1)
Total: 705 units
Casualties: 705 units
Can be healed: 53 units -
I think that's what the tambo building is for?
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We have the option to share info in settings.
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