View Full Version : AOK You had to build houses..
08-04-2001, 08:44 PM
What will the GB's unit for houses be???or will we just have a limit on units...
08-04-2001, 08:45 PM
08-04-2001, 08:50 PM
08-04-2001, 08:51 PM
08-04-2001, 08:57 PM
It WILL BE A HOUSE. Look at this link. In it is a photo of Gungan's Houses. All Civs have houses exept for the Trede Federation, but in exchange for the Feds having no houses they have decreased wood gathering.
08-04-2001, 08:58 PM
or really they call it Carbon...
08-04-2001, 09:00 PM
Here is that link
The houses are under the water and are built not by Villigers, but by fishing ships.
08-04-2001, 09:07 PM
I don't find that a very big advantage. It seems as though i'd rather have somehting else. But still, it is nice not to have to worry about houses, oh well.
08-04-2001, 09:15 PM
08-04-2001, 09:31 PM
Jeez... people say my post are shallow and meaningless! edward: we all know that you don't know, now stop telling us that! ;)
08-04-2001, 10:12 PM
08-04-2001, 11:00 PM
Well, if you guys are finished posting meaningless stuff :D, i'd like to say this.....
Why does it really matter if a civ can build houses underwater? What real advantage does it give you? Wouldn't you rather just not have to build them at all?
08-04-2001, 11:03 PM
I wouldn't want to build them if it didn't mean the slowest Carbon gathering on the game.(unless you put in cheats;) )
08-04-2001, 11:05 PM
Well, in the gungans case it is quite an advantage because as of yet they don't lose any advantage as th Trade Federation does with their bonus (slow wood)
I thought those houses were subs when I first saw the screenshot! :D
08-04-2001, 11:35 PM
I guess you could register that as the Gungan's third unique unit. (i.e.- Fambaa, Subs, Houses under water)
08-04-2001, 11:37 PM
put it this way, it will probably take up to TL2 or TL3 to get underwater units. therefore, building houses underwater probably means that it will take awhile for your opponent to reach the technology to raze them, giving you time and allowing you to focus on other micromanagement possibilities or raising an army, etc........
08-04-2001, 11:41 PM
Yes, but most likely Naval units can attack them and you can build a fighting naval unit (on AOK anyway) on Tech 2. Against Gungans we might have to just hold on and hopfully blockade their coasts to keep them down. I wonder if the Fambaa works on the Naval units too? That would not be goo for the attacking Wookie Navy...
08-04-2001, 11:45 PM
That is a very good question, and i do not know. Also, i wonder if it works on buildings? Vilagers?
08-04-2001, 11:49 PM
in AoK, buildings did not have shields, and neither did starcraft (with the exception of the protoss). however, this is star wars, so you never know. i'm going to be willing to say that the faamba's will only protect units, but that's a good question for no other than mr. fixit......
08-04-2001, 11:50 PM
Well each side has shield generators (i.e. rebel shield/Hoth) so I don't really see the need for the worry over the buildings. And villagers are units so they probably do. Super Villagers!!
08-04-2001, 11:52 PM
Look at this if you must
You can build shield generators in SWGB that double the HPs of your units and buildings. Furthermore - the shield regenerates when it takes hits. The generators are buildings and they have a radius so using them for offense is a bit tricky. They also have to be powered by a power core to go into effect. A forward base with shields on it can be very difficult to deal with.
08-04-2001, 11:56 PM
another thing to is that if you place units who were previously injured into them, they rejuvenate gradually and not instantaneously......pretty cool strategy......
08-05-2001, 12:06 AM
didn't know that one...
08-05-2001, 08:49 AM
Shields will be a unique aspect of strategy, that's for sure..
On the houses topic: in AOK, some players used to build houses in a row to create a natural kind of wall. That way they served two purposes. I think it's only natural if a Star Wars civ has houses. The Imps could call it army-barracks, but that's probably already the name of their infantry-factory.
08-05-2001, 10:18 AM
I use houses as a defense (I don't even build walls). I keep my houses 3 squares from my towncenter like a 'C'. I keep the opening on the side away from the enemies and within the civil wall I built farms and where there is a free square somewhere I might built a tower ... It's a cheap way to defend my towncenter from enemy raids ...
08-05-2001, 10:22 AM
That strategy will almost certainly work with GB as well, considering they have houses. The only thing that's different is that you can now have shields too, meaning that if you have enough troops IN your base, you are pretty safe from any outside attack. After all troops would have to get through the shield to disable it.
In AOK; units could hide in towncenters, and you would see arrows coming out of TC's. The more units inside, the more arrows. Think we'll see lasers in GB ??
08-05-2001, 11:18 AM
Well, maybe ... but it wouldn't make sense in this case. Some civs have workerdroids ... and it might be against their program to shoot a blaster.
08-05-2001, 12:38 PM
LOL that sounds about right.
Anyways, on the topic of shields. Did it occure to anyone that a base with a shield is gonna be very dificult to accack succefully. I hope that they don't unbalance the game too, much. Afterall, this is new, so it may need some work to be balanced.
08-05-2001, 12:54 PM
It is pretty well balanced. Ithink each Civ gets shield Generators for their base. It is only the Gungans who have mobile Shields.
08-05-2001, 01:32 PM
You may each have a shield, but that doesn't mean that you can attack another base more easily. It is like giving a base twice the defenseive units, which means that you gotta be really determined to take out a shielded base.
08-05-2001, 03:41 PM
Or that means you have got to use all your flying units and make a grand assault on the shield. than attack the base with ground units.
:tie: :tie: ====:explode:
Charge!! :atat: :atat: :atat:
08-05-2001, 04:19 PM
Yeah, but a good base would have air defenses, and the buildings inside would still have double HP, making them harder to kill. All your units would probably get shot down while trying to destryo the shield.
Another Question: Do you guy think that if you build two shields and they overlap the building/unit will have 4 times the HP, or have 2 the regen rate?
08-05-2001, 04:21 PM
No, i don't think so. i think that if you have one shield generator up, a second has no extra effect. the second one will however take over once the first one is destroyed...
08-05-2001, 04:22 PM
hmm that brings a question to mind. Does each side have towers that are AA guns or do they just have mobile AA guns?:confused:
08-05-2001, 04:25 PM
Each side has SOME sort of AA-gun tower and also some sort of blaster-cannon. in whatever form or shape they'd come..
08-05-2001, 04:26 PM
Where did you here about AA towers?
08-05-2001, 04:29 PM
I didn't hear specifically about AA-towers, but every side has air-defense towers in whatever form they come. There's a pic in PC Gamer that really shows off the Trade Federation towers that way..
08-05-2001, 04:30 PM
there's a pic of a gungan tower in one of the shots, so we're assuming that it's an anti air tower. in any rts game with air units, there has to be anit air towers that can defend your base or else you're SOL. yes, good pt leon, two shields doesn't increase your hp by 4, rather if one is destroyed the othe takes over makes a lot of sense.....if not, you'll see the biggest horde of faamba generators you'll ever see......:D
08-05-2001, 05:07 PM
in any rts game with air units, there has to be anit air towers that can defend your base or else you're SOL
Or your Emporor Battle for Dune!!!:mad:
Sorry Just Venting.
08-05-2001, 05:40 PM
I'm guessing that in Emperor: Battle for Dune didn't have AA Towers :D
anyways, i figured the shields couldn't overlap, and hopefully the designers didn't overlook that possiblity when making the game. That could make for some really overbalanced play.
08-05-2001, 05:58 PM
Emporor Battle for Dune didn't have any AA guns to counter the vast array of fighters. Well it doesn't have any AA guns for the first month after the game comes out. After that you may get them in the game!:mad:
08-05-2001, 06:50 PM
I dont think those are houses
08-05-2001, 06:52 PM
well, i think they are... see those few lines of stairs before the entrance ? that's why i gather they are houses. Gungans have some strange architecture anyway...
08-05-2001, 06:59 PM
Yes they are houses. Mr.Fixit (someone who has played the game) confirmed it.:D
08-05-2001, 08:37 PM
Well, there you have it.
Besides, those are exactly like the the bubles in the movie, and if you look at other screens i think you can see the exact same thing above water, meaning they could only be houses.
What would be cool is if they had underwater boat defenses, sorta like torpedo pods underwater.
08-05-2001, 11:40 PM
That would be very nice...but very cheap. The Gungans already have enough unique things...;)
vBulletin®, Copyright ©2000-2016, Jelsoft Enterprises Ltd.