I read someone around here...probably in one of the online resources, that mortars should be "linked" to a sensor tower. Does this apply to both mortar pits and tank turrets?
While tank turrets have got to be linked to a sensor turret, mortar pits link automatically to the nearest sensor turret, so its a nice idea to have one near them.
1.10 and 1.11 tech trees are on the left. the 1.12 is on the right... and i have labled them as such. there isnt that many changes between 1.10 and 1.11.... there was a few changes to 1.12 which is why i placed it a bit different.... is it too confusing??? no one has complained till now... so whats the problem....??? >:(
"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
lav_coyote25 wrote:
dunno why its so hard to figure it out....
1.10 and 1.11 tech trees are on the left. the 1.12 is on the right... and i have labled them as such. there isnt that many changes between 1.10 and 1.11.... there was a few changes to 1.12 which is why i placed it a bit different.... is it too confusing??? no one has complained till now... so whats the problem....??? >:(
But, back on topic: I decided to make a screen-cast today on how to beat the current SVN AI (a beefed up version of the 2.0.x AI) in a 1v1 at normal difficulty.
This is encoded in OGG theora/vorbis and is around 25 minutes long. See JockeTf's post below for how to get the video! (VLC is an example of a player which will play this file).
Notes on the game:
The start is reasonable, although there is a lot of room for improvement.
Expansion is not bad, grabbing oil at a good rate. I probably should have defended it a bit more, however since I was calling the shots, so to speak I had a bit more freedom.
1.10/2.0.x players notice the new flamers and how tracks are further down the tech tree.
Research was sufficient. After around 8 minutes I knew that there was little chance of them spawning a new and improve army so I decided to upgrade what I had as opposed to researching better techs. (Lancers, more cannons and mini* is what I would go for).
So overall not a bad game, I have done better, I have done much worse.
Regards, Freddie.
Last edited by EvilGuru on 13 Jan 2008, 02:34, edited 1 time in total.
doom3r wrote:
Have flamers been strenghtened on new wz version?
You better bet! They no longer have a reload time and a more effective vs. soft structures and bunkers. Apart from mortars (and of-course bunker busters) they are the only effective way of destroying bunkers in T1. They still can not fire while moving, however, so if you micro your army well you can counter them.
Looks like ill finally use them for something, since i dont even research flamer in the actual version. I hope those wont take down bunkers too fast, since they're the only effective defense in t1, especially for oil plants far from your base