Posts by VIOLENCE 59

    Hi everyone, this is my second video guide on Travian Kingdoms :!:

    Today's topic is a bit long since there is a lot of stuff to cover. Nevertheless it is aimed to help new players. I'd say most veteran know about this, but if I missed something please point it out so everyone is aware of that :S

    I hope you enjoy: Travian Kingdoms But I explain the Hero unit

    If you have any question about this topic or want to know about some other stuff just ask :thumbup:

    Have a good one :evil:

    Para colonizar tu segunda aldea tienes una tarea donde si subes la residencia o palacio al nivel 5, recogiendo la recompensa, el edificio sube para nivel 10, y ahí podrás entrenar los colonos.

    Hola! Puedes entrenar colonos en dos edificios:

    Resicendia (al nivel 10 puedes entrenar 3 y al nivel 20 puedes entrenar 3 otra vez).

    Palacio (te deja entrenar 3 al nivel 10, al nivel 15 y al nivel 20).

    En los mismos niveles puedes hacer cabezones en ambos los edificios, y con ellos puedes conquistar aldeas enemigas.

    La diferencia entre Residencia y Palacio son el costo, por norma Palacio se hace en una aldea que quieres convertir a capital.

    And again, you're talking about something unrelated to the subject of my first post, read before you reply to a thread. Now instead of changing what you are saying every time i give you an argument you have no answer for, how about making a subject dedicated to your idea?

    Did I hurt your post feelings?

    Who cares? gaul-yikes

    This is a forum, people share ideas, all I said is that if yours is implemented, it would also be nice to have a "cancel queue button" AVAILABLE FOR 20 SECONDS and, I don't know how high are you but damn, this escalated.

    But hey, want to talk about your topic :?: Lets go :!:

    My proposal for the healing tent :!:

    All options are available, you can pick only one at the time:

    1 - You use the Healing Tent as it is. You get 40% of your "injured" troops in there.

    2 - You choose 1 unit to heal and only that unit is sent to the Healing Tent.

    3 - You choose X units to heal and only those X units are sent to the Healing Tent.

    If you don't agree you don't agree, I'll become a 50 Calibre apostle and follow his wisdom of not trying to reason with a Tarloc, b*tch3s be crazy.

    Bye now :S See you on the "election day" if this reaches that point.

    Where's the option? Getting back clubs or teuton knights? That's not an option, it's like saying 'would you rather get 500$ or 1000$?'

    Remember the issue you stated is that you as an off player don't want to heal def, therefore, this will give you the option to pick Clubs, Axeman or TK, it's up to you whatever you want to heal.

    Right, that can be option number 4 in case you for some reason forgot to set what units you want to heal.

    Now that's where we disagree. You consider 6 crop consumption 6 units but at the end of the day we are talking about a single Cata.

    If you read my first post this is what I suggest:


    You misclick and as an Off player you queue :spearfighter: instead of :clubswinger: . You should have a short 20s timer to be able to cancel the :spearfighter: queue and make the :clubswinger: you were going to make in the first place...

    Am I the only one born with this ability to misclick ? Do prove me wrong gaul-yikes

    Again, you are raising a non issue. Read. Seriously, read and think before you reply.

    Well a catapult count as 6 units for the purpose of everything... And no actually, the change you want forces people to focus on the most efficient unit to heal... i don't really see how you can turn things around like you did. Obviously an equites caesaris and an imperian are not the same thing.

    How can you not see it? You have 5-6 slots for buildings (1 more for romans) but you could store an infinite amount of resources in the barrack, you could feed all the armies of all your kingdom this way, making the logistics of defending way easier. Of course you can do that with buildings but only with 5-6 slots.

    1 :fire-catapult: = 1 :fire-catapult: . Eats 6 crop per hour, but it is still 1 unit.

    How on earth allowing everyone to pick whatever they want to heal "forces people to focus on the most efficient unit to heal"?

    Again, just to be clear, this was my suggestion (note, the 3 options are available at the Healing Tent, not just 1, 2 or 3, you can use whatever you want but just one at the time):

    1 - You use the Healing Tent as it is. You get 40% of your "injured" troops in there.

    2 - You choose 1 unit to heal and only that unit is sent to the Healing Tent.

    3 - You choose X units to heal and only those X units are sent to the Healing Tent.

    Tell me how giving players freedom to choose "forces people". I'm curious teuton-facepalm

    Also you are limited by the number of warehouses and granaries you build, what I'm suggesting is to cancel the queue, not to select the amount of units you want to cancel. So even if you set a queue of 1M units when you cancel you cancel the whole milion, not half. Armies need to be fed nevertheless. You are raising a non-issue in my perspective.

    Always count as 4, on GT or any other tool, an EC count as 4 units in an army, HDT or not.

    One thing is crop consumption, other is the number of units. 1 :equites-caesaris: is 1 :equites-caesaris: . So you heal 1 :equites-caesaris: not half, or double. When you pay for one you don't pay for 4 units. You don't say a :fire-catapult: counts as 6 units. You have space for 1k units you fit 1k units, not 250 in case of :equites-caesaris: . By implementing this change, you would be forcing players to focus on the most crop efficient units only, this thread is to improve the Healing Tent, not to make it a one trick poney.

    Well i agree the building is already a balancing problem, since siege weapons cannot be healed, it benefits defensive players a lot more than offensive ones.

    That was always a "problem" since you don't get a "Great Workshop".

    You have a finite number of buildings you can queue, not troops. Basically that would mean infinite warehouse capacity, and granary when combined with npc trader, that would be way too powerful of a tool especially defensively, you could send all the resources you want during the day and one player could manage the resources to feed an army of any size on a single village, way way too powerful in the hands of an experienced kingdom.

    You can cancel some of your queue to NPC and feed your army, got it. Nonetheless your "infinite warehouse" is pretty much finite given that you are limited by the fixed number of spaces available to build, and the number of granaries you do end up building. As we all know, granaries + army crop consumption + crop production will determine how long it takes for your army to starve. If I understood your point, you're telling me that a player who is already queueing at 6 buildings will take advantage of this to feed its army? And that this is "too powerful"? I'm failing to see how :/

    Balancing between troops obviously, if you can pick and choose what you want in the tent or not. You can already do that anyway by choosing what to train, but if you only heal the biggest, badest troop, you only make tents even more powerful of a tool, and they are already way too powerful for those who can use them. Once again, if the units in the tent take as many spaces as their crop consumption (before HDT) i'm all for it, if they count as 1 unit no matter what, i am against it.

    You mean the ratio of the army strength value, inf vs cav wise ? Well, given that on average 50% of the server plays Gaul, this means that if everyone opts to heal horsies instead of infantry, you get a tougher time attacking and a easier one defending. But even so, you have a choice and what happens is a consequence of the choice you made.

    On that we disagree, a unit should be seen as what it is, a "unit" here:

    an individual thing or person regarded as single and complete but which can also form an individual component of a larger or more complex whole.

    Any troop count as 1 in the tent, be it a teuton knight or a club, both take 1 space. If you have 5000 free spaces you can have 5000 clubs or 5000 teuton knights the game doesnt care. The actual amount of crops they eat is irrelevant to my argument. An army is not the flat amount of troops you have but the crop it consumes, for this exact reason.

    I'm just stating the current relation between troops and Healing Tent crop wise.

    It absolutely does, a club or axe count as 1 unit, a teuton knight count as 3.

    No it doesn't, so your logic is a :equites-caesaris: taking up 4 crop consumption pre Horse Drinking Trough is 4 units, then after level 20 HDT it becomes 3 units? Dear Tarloc, at the end of the day you have the same :equites-caesaris: no more no less.

    If you make errors this is on you. ^^ In a hurry i trained equites legati instead of caesaris the other day, shit happens, i end up with more legati and that's it.

    If you level up a building or a resource field by mistake you can cancel it right? I'm asking for the same thing with units, it should've been like that in the first place. I know its not the same game but, take Age Of Empires as an example. It has medieval warfare. You can cancel buildings under construction and units that you've already payed for.

    If you're so concerned about raiding, I think everyone will agree that if you are active you don't give resources.

    But just disabling some units to come back to the tent would create another pletora of balancing problems in my opinion.

    How? If everyone has the ability to do so? What balancing problems do you see? The building itself is a balancing problem! But a really good one! Before the Healing Tent if you lost your army you have to start from scratch, this building alone allows for a faster recovery, meaning you get to hit more often. Where is the balancing problem by giving each player the chance to choose what unit they want to heal and the ability to cancel a queue of whatever unit?

    Enlighten me.

    That is exactly what i don't want, you don't disband clubs because they are cheap, you disband spearfighters because they are level 0 in forge!

    I already said that I agree with your point. For an Off player doesn't make sense to have def in the healing tent taking space, or forcing you to waste resources and time to remove them from the queue.

    Or else the tent become a 'teuton knight healing tent'. Since all units take 1 slot in tent no matter what they are. I would agree with this idea of disabling certain units only if the tent would take crop consumption into consideration. Teuton knights taking 3 spaces for exemple, an equites caesaris would take 4, and a club, 1. I want the tent to be filled in proportion of whatever the army is, but i just want a button 'disband' for those units i don't care about.

    Since we are giving suggestions to improve the building mine is that you could choose which unit you'd like to heal. If you don't like it I respect it, there will be more players sharing your opinion and others sharing mine, this is how it works.

    As per the crop consumption, the current building takes into consideration a % of your army. Therefore it translates into 40% of troops that you can heal, not 40% of troops by crop consumption.

    Crop consumption makes no sense when we consider unit production. You make 1k :clubswinger: you know it will translate to 1k crop consumption. You make 1k :teutonic-knight: that's 3k crop consumption, you gotta be able to provide for the amount that you train if you want to keep them alive.

    Also consider that you have the 1k :clubswinger: on the Healing Tent, they will eat 500 crop/h if you have the 3k :teutonic-knight: they are eating 1500 crop/h.

    That's how the crop consumption works in the Healing Tent.

    Why would crop consumption be a limiting factor regarding the number you can heal?

    If what you suggest was implemented, you'd only want to heal :axefighter: , :swordsman: and :imperian: since they are the most crop efficient offensive units...

    In my opinion the goal here, is to make this building more useful, not to force the players to do 1 thing. Resource wise you'd heal Cav 100% of the time, but given the choice, ideally you could select from this options:

    1 - You use the Healing Tent as it is. You get 40% of your "injured" troops in there.

    2 - You choose 1 unit to heal and only that unit is sent to the Healing Tent.

    3 - You choose X units to heal and only those X units are sent to the Healing Tent.

    Everyone has that limitation and choice to make. The 'wasting' resource argument doesn't make sense because i wouldn't disband the clubs, i would heal them. The tent is just a thing to take into consideration in army building, like, axes are much better in the tent than clubs, not only are they stronger per slot taken but there are less of them, hence leaving more space for teuton knigts, i do like this auto-balancing part and i want it to stay.

    Its math dear Tarloc, its math. Despite the units not being at level 20 in the smithy you still are throwing away cheaper units.

    What better way you want to "auto-balance" the Healing Tent do you want than what I've just suggested ?

    I still don't understand what you mean by losing resources. If i never trained the units that end up in the tent (found in adventure) and then i disband them, this cost me 0 resources.

    I think you do, otherwise you wouldn't point out this:

    I don't think that would be the best option, since you could decide to heal only the most expensive troops. Like if you have 5k space in the tents and 40k clubs and 20k teuton knights, disabling clubs would mean 5k teuton knights in the tent, so everyone would only heal their most expensive units. I think this must be 40% of every unit regardless of what it is, and the ability to disband those you don't want.

    What I mean by "losing resources" is that, if your idea gets implemented, you have no choice on the unit that gets to be added into the queue, therefore, you will throw resources away (by canceling whatever unit queue) to only heal the particular unit you want to heal. With this you don't increase the number of desired units to heal, you simply make room in the tent for future losses.

    Like you just said, :clubswinger: vs :teutonic-knight: . You would obviously prefer to heal :teutonic-knight: due to cost and training time. No matter what unit you want to "disband" you'll lose the chance to heal it at a much lower cost. Hence you lose resources. Say you have 3k :clubswinger: and 2k :teutonic-knight: on the tent. You disband the 3k :clubswinger: because you only want to heal :teutonic-knight: . You lost resources there.

    Like 50 Calibre pointed out, the most efficient way would be to have an option to pick the unit you want to heal, otherwise you are throwing resources away.

    I do understand the "I don't want the units, so I wouldn't spend resources on them anyway", but hey, they are still cheaper units you are "disbanding" so you are indeed losing resources. Be it on those units or in the ones you aren't able to fit in the tent due to those unwanted units;)