I learned a lot, thanks brother. I think a video on social hotkeys would be great too. EG: how to chat, how to ping the map, how to share M, E, units etc. Keep up the great content.
My favourite part about building windmills is when you make the windmills, and they just start milling away with the wind! Thanks for the guide, David! I made myself a windmill blueprint with 3 rows of 2 windmills so it takes less micro to make nice looking windmill farms. Windmills!
Looks like the reason workers will build differently between horizontally and vertically is because when you give them a "grid build" command, they build in rows by default, starting from whatever corner of the grid is closest when the build command is issued. So when they're building vertically, those are rows of 2, which is very efficient because it saves on walk time. When they're building 2 rows of 20, that's inefficient because they're walking in between building every single windmill.
In one of the videos I noticed you liked a building configuration that looks the same as yours, but cons build a column on "left" and "right" while moving through the column. You thought it is a blueprint, but you get it by building a column of 5 windmill width and just delete the middle column. It is quicker to place and to build, try it out!
I usually chose between horizontal/vertical windmills based on how enemy bombers would approach my base. As in place wind perpendicular to their approach - don't want to give them a perfect line to bomb.
Funny I kind do the opposite, I orient them for friendly unit patching, which often ends up pointing right at the enemy. Then again bombers often come in from the sides...
@@chronographer 100% map dependent. Most likely only if i backline, as a front I just place them wherever I can. On istmus the Eco spot wind farm makes sense, horizontal would just block path. But thats also why we see so many bombing runs ruin it. But also maybe if you already have bombers in your base you're screwed anyway.
It's fairly rare to encounter, but worth mentioning anyway, that there's a hard cap to the maximum energy generation from wind. IIRC, it's 25. I think it's only an issue on speed metal.
Such a great video, i been trying my best to learn BAR better since there’s not too many educational videos out there. I love the 10~ wind measurement as I love to build solar as a noob. Basically when wind is 10 or higher, building 2 winds is already making more profit than building 1 solar. I never realized how much metal I actually save by building more wind mills than solar. Although, i like to start off solar due to have a constant stream of energy. During mid game for t2 transition, i build advance solar to get my eco up for t2 as well. Just my thoughts!
There's a channel called RogueL1ke who is doing BAR semi-tutorials, from the perspective of someone who is ~15 OS. I will say his knowledge is a bit better than his execution, too, so there's a bit to learn for people who are at that skill level or even a bit higher.
The quick build strategy I like to use is to drag down a row of 5 and then drag-cancel the middle row, then you get 2 rows of 2 and get the unit in the center building both sides all the way down to minimize walking. It's unfortunate this doesn't work on horizontal rows although it could be saved as a blueprint and turned. Also, Armada windmills are OP on high wind maps. Isthmus gets ridiculous sometimes with people building them everywhere they can to scale and blocking all the space.
Been watching quite a few hours of BAR by now (sadly don't have time in my schedule to really start playing it and test my 2cent theories on the proverbial ground..yet) But Ive seen quite a few games where your super long lines of wind get units stuck or massively delayed. I still think there is a place somewhere for building blocks of 2x5 or 3x3 (or something similar) winds with enough antichain spacing inbetween to reduce unit collisions. 'Travel time' is also a resource and seem often forgotten when talking about efficient use of ressources in RTSs. 'Micro intensity' is another soft stat too, which is where spamming winds everywhere is good, since once the build order is started you don't have to worry about it for a long time and it smoothes out energy income, if nothing else kinda as some form of insurance if your main base fusion gets deleted by some form of raid etc
Incredible content! Can you do a look at solars? Is it EVER worth going mass solar for energy over wind? Or even advanced solars, or are they noob traps slowing down your eco?
While we wait, I think the short of it is: mass solars only on the windless maps. Advanced solars generally not worth it, maybe as an 'energy storage' when wind is very high on a very variable map, or when build space is a huge problem on the windless maps.
Love this!!!! What about wind risk? Do we just add that to the target windmill quantity as a percentage? Also, how does that factor into the wind rating threshold?
@@louisowens5723yeah but maybe you need to add it to your keys. If you are using a custom uikeys based on legacy "bind Any+space buildsplit" to get this feature working.
Turbines!!! Windmills are used to tilt at and grind flour. 😊 Good info - thanks.
Please keep up the informational vids. Great visual representation, easy to follow along, and SHORT! THANKS GAMER!
Gold mine content. Thanks Skinner
Ty brotherr
Wow you're launching into guide vids! I'm here for it ✊👌
I learned a lot, thanks brother. I think a video on social hotkeys would be great too. EG: how to chat, how to ping the map, how to share M, E, units etc. Keep up the great content.
Insane production
Thanks brotherr
BTW, you can select how your blueprints are build by the order in which you select them before saving the blueprint.
I love this kind of informational content, huge help to all levels of players
My favourite part about building windmills is when you make the windmills, and they just start milling away with the wind!
Thanks for the guide, David! I made myself a windmill blueprint with 3 rows of 2 windmills so it takes less micro to make nice looking windmill farms.
Windmills!
gaming
Looks like the reason workers will build differently between horizontally and vertically is because when you give them a "grid build" command, they build in rows by default, starting from whatever corner of the grid is closest when the build command is issued.
So when they're building vertically, those are rows of 2, which is very efficient because it saves on walk time. When they're building 2 rows of 20, that's inefficient because they're walking in between building every single windmill.
Agreed!
In one of the videos I noticed you liked a building configuration that looks the same as yours, but cons build a column on "left" and "right" while moving through the column. You thought it is a blueprint, but you get it by building a column of 5 windmill width and just delete the middle column. It is quicker to place and to build, try it out!
Oh shoot I remember that now, will have to try that!
Wait, i don’t understand ?
Start of the video feels like a "how it's made" video XD. The cadence of your voice just seems to match :)
Loved the part about building windmills in all the little squares xD
this man gets it
more content like this one pls
Brah! Great video. I learned a lot 😊
Making this mandatory for my BAR friends to watch ;)
I did NOT watch up to that part of the video. But I did listen to the whole thing❤ while working off some Christmas belly 😅
I usually chose between horizontal/vertical windmills based on how enemy bombers would approach my base.
As in place wind perpendicular to their approach - don't want to give them a perfect line to bomb.
Funny I kind do the opposite, I orient them for friendly unit patching, which often ends up pointing right at the enemy. Then again bombers often come in from the sides...
@@chronographer 100% map dependent. Most likely only if i backline, as a front I just place them wherever I can.
On istmus the Eco spot wind farm makes sense, horizontal would just block path. But thats also why we see so many bombing runs ruin it.
But also maybe if you already have bombers in your base you're screwed anyway.
It's fairly rare to encounter, but worth mentioning anyway, that there's a hard cap to the maximum energy generation from wind. IIRC, it's 25. I think it's only an issue on speed metal.
awesome thanks for this!
Glad you liked it!
Such a great video, i been trying my best to learn BAR better since there’s not too many educational videos out there. I love the 10~ wind measurement as I love to build solar as a noob. Basically when wind is 10 or higher, building 2 winds is already making more profit than building 1 solar.
I never realized how much metal I actually save by building more wind mills than solar. Although, i like to start off solar due to have a constant stream of energy. During mid game for t2 transition, i build advance solar to get my eco up for t2 as well. Just my thoughts!
There's a channel called RogueL1ke who is doing BAR semi-tutorials, from the perspective of someone who is ~15 OS.
I will say his knowledge is a bit better than his execution, too, so there's a bit to learn for people who are at that skill level or even a bit higher.
The quick build strategy I like to use is to drag down a row of 5 and then drag-cancel the middle row, then you get 2 rows of 2 and get the unit in the center building both sides all the way down to minimize walking. It's unfortunate this doesn't work on horizontal rows although it could be saved as a blueprint and turned. Also, Armada windmills are OP on high wind maps. Isthmus gets ridiculous sometimes with people building them everywhere they can to scale and blocking all the space.
That 5 wide trick is great!
Been watching quite a few hours of BAR by now (sadly don't have time in my schedule to really start playing it and test my 2cent theories on the proverbial ground..yet) But Ive seen quite a few games where your super long lines of wind get units stuck or massively delayed.
I still think there is a place somewhere for building blocks of 2x5 or 3x3 (or something similar) winds with enough antichain spacing inbetween to reduce unit collisions. 'Travel time' is also a resource and seem often forgotten when talking about efficient use of ressources in RTSs.
'Micro intensity' is another soft stat too, which is where spamming winds everywhere is good, since once the build order is started you don't have to worry about it for a long time and it smoothes out energy income, if nothing else kinda as some form of insurance if your main base fusion gets deleted by some form of raid etc
Love the facts🎉🎉🎉
Incredible content! Can you do a look at solars? Is it EVER worth going mass solar for energy over wind? Or even advanced solars, or are they noob traps slowing down your eco?
I'll keep this in mind! Good Idea
While we wait, I think the short of it is: mass solars only on the windless maps. Advanced solars generally not worth it, maybe as an 'energy storage' when wind is very high on a very variable map, or when build space is a huge problem on the windless maps.
Love this!!!! What about wind risk? Do we just add that to the target windmill quantity as a percentage? Also, how does that factor into the wind rating threshold?
I'd have to dig a bit more as I'm not sure off hand, I just go off of average for now. Would be interesting to factor that in!
3:48 what is the button to spilt all the workers… i been trying to find this forever!!
Shift space
@@louisowens5723yeah but maybe you need to add it to your keys. If you are using a custom uikeys based on legacy "bind Any+space buildsplit" to get this feature working.
I didn't know building vertically and horizontally was different
Wiggle wiggle wiggle go the little snakes.
you missed the opportunity to slap an 'it aint much but it's honest work' on the thumbnail
Wind op