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Unit Combinations in Combat September 24, 2009

Posted by akuyume in new.
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What might seem to be a strange anomaly to experienced Ikariam battlers seems to be the norm in the new version.  For one thing, using only one type of unit in battle is almost guaranteed to be a failure in combat.

Suppose you use all gunsmen, gunsmen are ranged units, and ranged units have close combat units to protect them from other close combat units, otherwise your range units will function in their own close combat unit were they have inferior statistics.

Air Units September 21, 2009

Posted by akuyume in changed.
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Our two air units are now split into their own groups.  Gyrocopters are fighters, bombardiers are bombers.  Of the air units, only bombardiers can attack enemy ground units. Gyrocopters are used to fight against other air units.  Thus to use bombardiers, a player must first establish air superiority with their gyrocopters.

Town Walls in Combat September 19, 2009

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Town walls, like in previous version, are still going to be an important part of a cities defense.  However now, they take part in the battle as the first line of defenders.  And like your other units now, they have hit points, armor, damage, and accuracy.

Accuracy it seems is set at 30% for all levels of walls.  But based on the differences between a level 8 and level 2 wall, a wall gains 50 hit points per level after starting at 150. So your level 26 walls on your main server are going to have 1400 hit points.

Damage, it seems, goes up by two points per level. Now armor on the other hand, doesn’t make as much sense, not yet at least.  My raw data on this shows a town wall level 2 with 15 armor, a town wall level 3 with 23 armor, and a town wall level 8 with 31 armor.

Combat September 13, 2009

Posted by akuyume in changed.
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After over a week, I’ve finally got some material to talk about.

Combat, if you haven’t heard already, has changed completely.

I still haven’t figured all this out yet as there seems to be a whole new mechanics to battles.

Battles now has a graphical view which seems to be representative of the combat mechanisms.

Units are divided into a new set of groups which are close combat, long range, artillery, special, and air.  The system also shows places for both a left and right flank.

The battle is arranged as two rows of five, a row of two, two flank rows, and two special slots set off to the side.  The town wall will fill up the first row on the defending side until it falls, and in the meantime the wall does damage to attacking close quarters units.

I’ll share more as soon as I conclude more research.

Garrison Limits September 5, 2009

Posted by akuyume in new.
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I’ve just now noticed that there is a new number on in my town hall view.  I don’t really see mention of this at all in the official notes on the forums; but from the name alone I would infer that it must be a limit to how many troops I can station in my town based on its size; but I’ll try to find out more about this and its dynamics as soon as possible.

Follow-ups

  • I noticed that the only building that affects garrison limit is the town hall, which increases it by 50 each level.
  • Tinker mentioned that the garrison limit is applied to attacking enemies, not for how many troops can be stationed in the town.  We hope to test this as soon as possible.
  • A post on the official board mentions that the game mechanics affects whether or not a battle takes place inside cities walls or in an open battle field.  They speculate that the garrison limit will have something to do with whether or not the wall bonus is applied.

New Approach to Research September 4, 2009

Posted by akuyume in changed.
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The research adviser allows to purchase new researches with research points.

The research adviser allows to purchase new researches with research points.

Research points are now treated more like other resources.  Academies make research points like always, but instead of making points and applying them directly to a research, these points are saved up together and then the research adviser menu is used to spend research points on buying researches.  It appears buying researches by crystal is gone though.

Follow-ups

  • Festo points out that they intend to restore the ability to buy researches with crystal before they release this version to official servers.

Noob Mode September 4, 2009

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They’ve talked about it before, but they’ve finally gone and implemented beginner protection or as its actually called in the test version right now, Noob mode. Also visible in this picture is one of my tutorial advisers, still recommending that I build some troops (I don’t have the wood for it…).

Noob mode protected player in the island view

Noob mode protected player in the island view

Meet the Spear Thrower September 4, 2009

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Make a spear thrower

Make a spear thrower

We have a new unit.  A spear thrower.  A bit like slingers, the description describes them as “conscripts from the rural population.”  Although for some reason they require 10 more wood to be produced than slingers, which now require a level 2 barracks to construct.

Also  in the provided image you can see the floating hand of the tutorial telling me I need to building some of these troops.

Island Notice Board September 4, 2009

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A new feature on the island view is an amphitheatre shaped structure, which happens to be a notice board.

My notice board shows up next to my marble resource.

My notice board shows up next to my marble resource.

In the notice board players from an island can write messages on a board-like environment to other players on their island.

My post to the notice board.

My post to the notice board.

Welcome to Tutorials September 4, 2009

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Ikariam now has a beginner’s tutorial. This is presented as an adviser’s picture who shows up in town and island views. Furthermore, a floating hand will point to things these advisers are trying to direct your attention to.

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