Forum Replies Created
April 10, 2014 at 01:18 in reply to: Bug: Double simultaneous turn events destryoed dewlling reward #74432
I was able to reproduce the bug so i’ve emailed the auto save files and debug mode log to the support email address.April 9, 2014 at 21:15 in reply to: Trebuchets are enormously OP (+ repair machine stuff) #74059
Apart from anything else, giving their attack a 1 turn cooldown as with canons would help and be consistent with other machines. I’d maybe even extend that to flame tanks, but that’s a topic for another thread.April 9, 2014 at 17:04 in reply to: Bug: Double simultaneous turn events destryoed dewlling reward #73736
Don’t have a previous save unfortunately, but can probably get it to happen again by restarting the map. I’ll see if I can upload something tonight when I have time.April 9, 2014 at 12:08 in reply to: Bug: Double simultaneous turn events destryoed dewlling reward #73437
Update: I had a save game on the same turn, made after the reward failed to spawn. Loaded that today and the brigand camp reward event was waiting to be claimed as starting notification on the right side of the screen. Clicked accept and the unit and item spawned normally at the location of the camp.
For the Commonwealth campaign, just be more aggressive. The two giants you get early on will allow you to roll right through most of the AI cities without stopping to tech up. Once you clear to the south east island city you can sit back and clear the map for items and experience before pushing the final hidden throne city. If you are still having issues with AI back capturing with flyers, you can afford to garrison a few shadow stalkers in every city by this point.April 7, 2014 at 22:32 in reply to: Does The New Defense Mechanic Contribute to OP T4s? #71111
I feel like the most powerful tools against T4 units in this combat system are slows. Throw curse is especially good, often better if it is resisted. If you reduce their mobility you can reduce their action points, and the absolute best units to kill a slowed T4 unit with are the irregulars. Hard hitting single shots are great against the higher armour, especially if you flank, so they scale better than archers against higher tier units. Musket units are the apex of the low tier T4 killers. Other than that, using cheap summons to waste action points will immobilise a T4. I do think T4s are still too cheap, but the combat system does provide ways to kill them as it is.
I beat that level in one pass on hard without any significant losses. You can split your forces into 3 to take over all the Goblin towns very quickly, then mass everything up and push for the 3 central Dwarf cities. Once you have that its pretty simple to go underground and kill the dwarf dreadnaught off, then just defend your northern border against the human theocrat while you tech up to devout firstborn and shrines. Put seeker Enchantment on your shrines and city battles, even against mass shrines, are pretty easy. Two or three can snipe anything at maximum range with Seeker when you have enough devout units on the battlefield, and devout firstborn are great shrine killers.
”So I submit a fourth option: Just scale back the amount of units that perish in a group from an attack. For example, take an 8-piece unit like the Human Archer or Swordsman. Below 75% health, 1 goes down, below 50% another goes down, below 25% health, another 2 go down – this leaves 4 under 25% health, then these 4 perish when the unit loses all of it’s HP. For a 3-piece unit like wargs or spiders, just have one fall below 50% health, then the other two fall when the unit loses all HP. ”
This would be such a good compromise. I honestly don’t mind the new multi-units at all, and have no problem with the units stats not scaling down with damage taken, but every time you see a single surviving martyr throw a magic rock that kills half a stack you can’t help but think it doesn’t look quite right…..
”This again ? its not the upkeep..its the blatant ignoring of rules/finacial limits from AI”
It is the upkeep, you can’t really argue against that as it’s mathematically provable. The costs are taken directly from previous AoW games, but in this version cities generate much, much more gold and mana. On average it seems to be about x4 above the older games, and you get many more cities. The upkeep costs have not been increased to accommodate that change.
I’ve been having the exact same problem with frame rate tanking in large city siege battles. Once turn 5 or later roll around and the corpses start piling up, my frame rate drops from very smooth to slide show. I’m using a Radeon 270x with 13.12 drivers, 8gig DDR3 ram@ 1333mhz, AMD Phenom 2 quad core @3.6ghz.
I think you are right, the upkeep costs need to be drastically increased as the current values simply make no sense with the current economy. I’d like to see a build time increase as well, just to put more emphasis on keeping your big guys alive.