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| All men can see these tactics whereby I conquer,
but what none can see is the strategy out of which victory is evolved.
--Sun Tzu
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Question though, would they be movable with blitzkrieg? I can already tell people will try to do that to troll
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Garde Публикации.: 2842 от: Canada
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This is fantastic; Have you thought about, in the future, revamping the in-game gui to visibly reflect the presence of certain buildings in cities? Or perhaps giving the player a red exclamation point if the chance of winning the battle is less than 50%? Amazing update though! I seriously can't wait to see how this affects the current format and how people will have to adapt their tactics to this... (Do I sense that Collateral IE denial of Income to produce buildings will be a big factor very soon? )
Also, that's a military barracks in England, Royal Artillery Barracks of Woolwich.
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Question though, would they be movable with blitzkrieg?
Nope
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| All men can see these tactics whereby I conquer,
but what none can see is the strategy out of which victory is evolved.
--Sun Tzu
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Написано от Garde, 05.04.2019 at 10:53
Hadn't thought about it but that's a good idea... also PM Sultan about the building, he's the one giving the protos
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| All men can see these tactics whereby I conquer,
but what none can see is the strategy out of which victory is evolved.
--Sun Tzu
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Nice dave this looks interesting
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Good update
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Don Публикации.: 317 от: Сърбия
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I love this .. but come on, games will be long and boring. Just spam spam and more spam. We need some counter atack for this buildings. And Dave, do u know Steve Aoki? If not, you will soon meet him . Anyway good job, we need somthing new
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Fears are strong
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Nero Публикации.: 3756 от: USA
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Laochra¹: i pray to the great zizou, that my tb stops the airtrans of the yellow infidel
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Nero Публикации.: 3756 от: USA
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Time for engineer strat for cheaper buildings
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Laochra¹: i pray to the great zizou, that my tb stops the airtrans of the yellow infidel
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Cool
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Very nice!
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NOW THAT IS AWESOME,pls make it available to add custom buildings in custom maps(if it is not planned)
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Finances tab always was a mess,quite useless thingy
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Hot, so when building coming to scens, i cant wait to mass spam bank in wg ww1 to have infinit coin
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Lower fort def?Militia will fight after their fortifications are destroyed it seems
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Needs to be in Map Editer
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*War in Europe again isn't good for anyone... that's why the EU Needs to Evoke and Become the EEC once more, as an International, Nationalist Union Long Live The Realms! Long Live the Europeans!*
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Hot, so when building coming to scens, i cant wait to mass spam bank in wg ww1 to have infinit coin
You can't do that, in order for it to be there the Aetius has to add in the bank unit to the scenario, the scenarios will not have them by default
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Hot, so when building coming to scens, i cant wait to mass spam bank in wg ww1 to have infinit coin
You can't do that, in order for it to be there the Aetius has to add in the bank unit to the scenario, the scenarios will not have them by default
Told him twice
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Garde Публикации.: 2842 от: Canada
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To update everyone on buildings in custom maps if you weren't already aware: Dave had said there are a few bugs and issues in implementing them right now and they're being ironed out. Some players have gotten them to work, like Tunder3. Otherwise, you'll be updated asap on this issue.
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Why have anti air craft defense and also the anti aircraft unit
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Why have anti air craft defense and also the anti aircraft unit
For one, one isn't SP locked[AA unit]. So you can have AA's without spending SP on it(imo AA unit is kinda useless unless u have the extra SP to expend on the upgrade)
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Garde Публикации.: 2842 от: Canada
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Why have anti air craft defense and also the anti aircraft unit
I feel like this will be a very important question soon.
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цитирам: This only applies to units produced in the city; so units produced in other cities will still remain normal priced
Is bank even viable tho?with 70 upkeep of his own and 700 price its very hard for it to start giving profit if its only for units produced in a city
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Aa building is bugged. rolsl are fucked it only rolls 10 vs air units. coastal too
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Написано от boywind2, 05.04.2019 at 17:22
Aa building is bugged. rolsl are fucked it consistently rolls 10 vs air units.
High damage units tend to do this,it starts around 17 dmg i think
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Написано от bubartem, 05.04.2019 at 17:25
Написано от boywind2, 05.04.2019 at 17:22
Aa building is bugged. rolsl are fucked it consistently rolls 10 vs air units.
High damage units tend to do this,it starts around 17 dmg i think
wdym i'm confused
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Yeah recruitment centers need to be nerfed...
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Написано от boywind2, 05.04.2019 at 17:29
Написано от bubartem, 05.04.2019 at 17:25
Написано от boywind2, 05.04.2019 at 17:22
Aa building is bugged. rolsl are fucked it consistently rolls 10 vs air units.
High damage units tend to do this,it starts around 17 dmg i think
wdym i'm confused
Often units with high def/att will be always rolling their average damage or average damage and higher
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I like this one, but even tho i havent been active quite a bit i dont feel like ukr will be fun to play against in competitive.
Agro strat on ukr thats hard to get rushed? Yea, fun D
Its gonna be seen in the future but ukr will need a solid nerf probably.
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I like this one, but even tho i havent been active quite a bit i dont feel like ukr will be fun to play against in competitive.
Agro strat on ukr thats hard to get rushed? Yea, fun D
Its gonna be seen in the future but ukr will need a solid nerf probably.
Fort costs 700 and has 70 upkeep so sounds balanced
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I like this one, but even tho i havent been active quite a bit i dont feel like ukr will be fun to play against in competitive.
Agro strat on ukr thats hard to get rushed? Yea, fun D
Its gonna be seen in the future but ukr will need a solid nerf probably.
but u can always turn off buildings for competitive
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Garde Публикации.: 2842 от: Canada
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I'm just waiting until people realize the potential of Coastal Battery denial, Recruitment Center buyouts Turn 4, etc.
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Написано от Garde, 05.04.2019 at 20:40
I'm just waiting until people realize the potential of Coastal Battery denial, Recruitment Center buyouts Turn 4, etc.
Nobody spams destroyers except some kind of nc rush. It doesn't deny 99% of all attacks.
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Update: the issue where you could build Coastal Batteries in non-coastal cities has been fixed.
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| All men can see these tactics whereby I conquer,
but what none can see is the strategy out of which victory is evolved.
--Sun Tzu
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My only suggestion, make iron fist not effect them. +2 hp to buildings will be really strong especially for forts
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My only suggestion, make iron fist not effect them. +2 hp to buildings will be really strong especially for forts
no....
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My only suggestion, make iron fist not effect them. +2 hp to buildings will be really strong especially for forts
They already have 20 hp so +2 is just 10% opposed to normal 30%
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Wait so now non premiums can only create maps with buildings but cannot de-select them right ?
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The last thing atwar needs right now is change.
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Happiness = reality - expectations
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Jesus maybe I can play again
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Hi
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The last thing atwar needs right now is change.
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I was thinking that the infraestructures like the bank and recruitment center shouldn't be destroyed after you build them even if you lose the city, fortifications too since they don't get completely destroyed most of the time maybe not doing it default but an option would be nice, that way you have to think a bit better where to place these things
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Guess I'm a traditionalist, eu feels like nwe now.
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njab Профилът е изтрит. |
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Guess I'm a traditionalist, eu feels like nwe now.
Except there not a dozen types of tanks, air trans, sea trans, tanks, bombers, fighters, soldiers, subs, and destroyers
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Not a good player
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Написано от Garde, 05.04.2019 at 17:12
Why have anti air craft defense and also the anti aircraft unit
I feel like this will be a very important question soon.
Imo I think that anti air should be modeled like forts... +something def for every anti air unit vs air units
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