![]() Rock and StoneĪs you can see a lot of the success for actually clearing away the land that we need for building our base will require success in upgrading our Headquarters Building. The following will be of general interest to you: Tree and Thicket The problem we rapidly run into however is the next few layers of Tree, which are NOT simple Mangrove but different types of Mangrove, each with its own set of requirements for dealing with. They are Mangrove Trees and we can cut them - as long as we can afford to cut them - by paying with gold coins (600 Gold Coins will clear a tree and net us 300 Wood/Lumber Units from a tree). The good news is that the basic tree types that line the first few meters of the forest are simple and ones we already know how to deal with. Woods and Trees: This is a good news / bad news situation. ![]() To do so we both need to know HOW to remove and make use of stone, and that means having upgraded our Headquarters (HQ) to a minimum of Level 6, at which point in addition to having available the technology to make use of rock/stone we also then have the skill and knowledge of the handling of it. Unfortunately the system of natural and built-in brakes that are a major element of game design here now makes its presence known. ![]() The process of actual base expansion requires us to reclaim useable grassy field from the forest - which means cutting down trees (which are an excellent source of wood/lumber so bonus!) and removing rocks (a source of stone so bonus-bonus!). These two tiny errors and one major one make taking the base oer vvery simpe! That curving path will not even require the player to direct the troops using Flare Shells because the proximity of the nearby structures will automatically cause the units to follow the demonstrated curve (Blue Line) as they head for the back of the base. The Yellow Mark-up shows that the Mines are too close together and placed in an area that the invading units can easily avoid by having their LCs land on the far left side of the beach during the initial landing. A single round from the Gunboat naval cannon aimed directly in the middle of the two Towers will deliver 100% of the direct and splash damage to BOTH of these towers. The marked-up image below makes the mistakes clear - the Red Line shows the pair of Sniper Towers side-by-side and too close. The image above is a player-created base - you should easily recognize the layout as it is based upon the standard from the start - and the player has made some pretty basic mistakes - can you spot them? While the logic they used for their defensive layout is pretty clear, can you spot the mistakes that this player made and how they are potentially damning? That is a good lesson since it drives home the point that you need to do something about it! And that brings us full-circle to the point of this hint and tip. The game then kicks you in the seat of the pants to get you started, having you place a Sniper Tower (a very basic defensive position), then the enemy attacks and you get your first taste of combat as you defeat them and at the same time learn just how vulnerable your base is. To the east there is a series of rocks and cliff-like surf area that restricts any attack from that direction in terms of landing troops - and this is where we have created a protected harbor and piers at which our Landing Craft can be tied up, filled, and serviced, and where our Gunboat is kept tied to a pier. Since you need to remove trees, rocks, boulders, and the like, delaying the process until you have a specific need for the resources that they create is a very good idea.
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