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Only one wish really.
Please put in an option for auto garrison depending on city’s wall, barrack level and population size.
This will eliminate a lot of pointless micromanagements and scout cap is really getting old.As a dreadnought leader, I tend to send all my time reloading cannons.
But that gets very boring fast.
That’s why my leader tend to be melee build just in case something runs into melee range to try to shut the cannon / juggernaut down. The annoying manticore or dragon gets a nasty surprise in the form of an angry avatar hitting them in the face with a sword.
lifedrain and defensive strike is a nasty combination because you can use that to turn a powerful melee unit around so your ranged units / heroes can finish them off. On top that, once you do it your enemy can’t flank you ๐Best of luck ! Just be careful because if you try to cast spells in a melee, you WILL get flanked.
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This reply was modified 4 years, 6 months ago by
Nerdfish.
September 13, 2017 at 00:38 in reply to: Sapphire Archipelago choice – rushing over land or sea? #257443Air. Hero rush with flying heroes ๐
The forge give you many options. Invest some skill points in offense / defense, and forge yourself stasis shield / forest aura and weapon with life stealing. Tireless and healing item helps too.
Ranged units and spells will eventually kill you. But in many cases you can just stand in a city gate and hold off an entire army while laughing maniacally to yourself.September 13, 2017 at 00:32 in reply to: How to create good and cheap garrison? I have PBEM/Single player rebalance mod #2574412 cents from your local tinkerer:
– If a city is just producing gold / Mana / knowledge, release them as vessel, and they will automatically be garrisoned. A vessel will garrison a city with a force greater than you can afford to.
– You only need a few unit producing cities, for these garrison with tanks. A small force of flame or frost tanks will turn away any but most dedicated assault. 1 single stack with 4 tanks, 1 engineer and a cannon will send packing everything that isn’t stacks of T4 flies.
– You will only need more garrison than the above if you are lighting beacons. In that case you should keep your main army nearby anyways.
– I am not as familiar with other profession. I’d imagine since they are more mobile, they rely more on their main armies for defense.By drowning.
A T4 can apply a Debuff to other T4 that removes walking, swimming, flying ECT. As soon as a T4 enters a stack containing another T4 it drowns.-
This reply was modified 5 years, 1 month ago by
Nerdfish.
Not sure if this has been discuses before but why not limit one T4 per stack ?
If T4s cannot stack they cannot be spammed.This is simple for dreads. Just make Juggernaut transport: Non-machines stacked with Jugs spend no movement points. This Way you can make lightning strikes using stacks of Jugs and Musketeers.
Dread heroes are not competitive because they don’t get a good high level ability. So how about this instead of the bomb squad:
Tank Commander – 10 Skill Pts @ Level 12
Replace the hero’s base stats, abilities and model with that of a Flame Tank (60HP, 12Def, 28 Moves, Machine, Flame throwing but no Melee attack). The hero retain 15 Base CP and all hero upgrades, as well as all stats and skills from equipment.
Emergency Repair and Repair machines can now be cast on self.
You don’t have to worry about it being a downgrade since at this point The hero is likely capable of emergency repair. If not you can give them a repair machine item from the forge. With the right gear (static shield ?) such a hero can mow down small armies.
They are also far from invincible. Unlike lifedrain heroes they can’t attack AND repair themselves on the same turn. They are also likely to draw a lot of attention because they are both a HERO and a ranged unit doing Elemental AOE damage.
Makes sense in the lore too, why wouldn’t a harbinger of technology bring their own tank ?
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This reply was modified 5 years, 1 month ago by
Nerdfish.
Oh man we have a bot problem.
As for AI kicking your asses: Increase the size of the map, reduce the number of AI and disable city founding. You can then laugh as the AI fumble around failing at economic growth.Another idea is just to double T4 upkeep. Sure they are really strong in a stack, but their upkeep would be monstrous.
Maybe, but dreadnoughts don’t get out much. We work in a world of pullies and boilers and MAD SCIENCE. Geek tan is awesome. Second only to Necromancer.
(will probably vote, later)
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This reply was modified 5 years, 6 months ago by
Nerdfish.
Maybe T4 units should be mini-heroes rather than core army units. They simply should not be cost effective in combat, but have many leadership bonuses, so they work extremely well as party leaders for parties without heroes.
I play dreads almost exclusively.
Dreads are uncontested masters of ranged combat. With good tactics, you can go into a siege defense with “very likely defeat” and winning without losing a single unit. If you want to oursmart your enemy and walk away laughing, this is the class for you. If you like to walk a field full of glittering corpses of your enemies, this is the class for you. And if you absolutely, positively must blow away every halfling on the map, accept no subsitute.-
This reply was modified 5 years, 6 months ago by
Nerdfish.
Dread used to be okay in MP with the Musketeer.
Dreads are definately strongest in T3 or later with massed flame tanks.
Human bio-dread is definately crazy enough to work.However it is definitely possible to beat 7 emperors by yourself.
Sure if you play destruction master sorcerer with hasty plunder and just raze every city you encounter, including your own. Since your leader is your main production facility as long as you pluder fast enough you can keep building units. Once you have master illusionist, AIs can’t attack you since you are invisible, and can’t attack your cities since you don’t have any. And it’s just a matter of time before you win.
I would dare anyone to try that against 7 allied emperor with the seal timer on.
As changing the late game dynamic, how about making it so that T4 are not cost effective against T3 in general. Make them more of support asset and not core of the army (the shrine nerf was along this line)-
This reply was modified 5 years, 6 months ago by
Nerdfish.
The issue is the Manticore + Global Assault is OP FOR THE CHEATING AI. On a large map a warlord is harder than other AI of the same difficulty level. You can’t rush them all because there just isn’t enough time. It’s mathmatically not possible to kill 7 kings / emperors on a large / x-large map in 70 turns (it leaves you 10 turns to kill each and you won’t even get to the other side of the map by then).
And once the game get past 70 ~ 80 turns it devolves into you vs manticores, and maybe juggernauts. Not unwinnable, but super boring.
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This reply was modified 5 years, 6 months ago by
Nerdfish.
Bob, AI cheats, On King and Emperor it’s just a matter of time before they get a lot of manticores and global assault. On a large map, it’s guaranteed. And then they will wipe out all other AI leaving you to fight an endless amount of gold medal manticores and nothing else until you either kill them off or get bored.
Sure you can kill them in increasingly horrible and creative ways (like with frost aura enchanted shield, and shatter strike + coup de grace + backstab weapons), but Iโd rather fight something else for a change.
(Not that an endless amount of juggernauts is much of an improvement)
This could be fixed by just giving warlord AI a huge income penalty at higher difficulties.
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This reply was modified 5 years, 6 months ago by
Nerdfish.
Manticore has mind control immunity. Slow, stiffen and slayer’s doubt make the vunerable but you must cast it on one manticore at a time, while the AI dispel one every turn. They have first strike so pikemen are basically pointless, they get wiped in one shot.
Reapers does work, but reapers are summoned units so you have to summon them one at a time. Stalkers to a lesser extend. Manticores have racial variant and AI hire them at cities of every race, so they end up with fire (draconian) and ice (frostling) resistant versions.
As a player, you can counter manticores as any class by hiring sorcerers and get static electricity on them all. However it doesn’t change the fact warlords are the strongest AI in the late game by far.
And that makes the game boring.
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This reply was modified 5 years, 6 months ago by
Nerdfish.
November 9, 2016 at 12:15 in reply to: The last non-patch news closed with "More News SOON"! #248583It’s possible to use neural nets, SVM, and such learning algorithms in games, but people who can do it command a high salary so game studios ususally will not hire them.
The AI doesn’t play dreads right. A player dreadnought can match AI warlord late game, yes. but the AI dreadnought just rush their ships forwards and get destroyed. The AI is pretty good at handling lots of flame tanks without burning each other to a crisp, I will give them that, so they might stand some chance if they survive that first round of stupidity.
trebuchets doesn’t really care if you kill the crew man. The other army could just round up a few guys from a infantry unit to load the thing ๐
Machines are immune to blight and spirit damage, which defines what they are and makes them interesting. This proposal is like saying undead should not be immune to blight, only resist it. LOL.
As for blight and spirit killing the crew. They wouldn’t. Because these attack wouldn’t reach the crew in the first place unless the vehicle is destroyed. Spraying acid on a tank is going to do squat against people behind 50mm of plating. Spirit attacks need to reach their target, and again it’s blocked by vehicular armor. A vehicle operator does not need to directly touch the armor because that’d just be bad design.
As for balance: electrical damage are strong against machines, so use that.
I think 4x’s point is everyone is evil :p
September 7, 2015 at 20:05 in reply to: What racial T1/T2/T3 unit is best for defending cities? #227316Yup. Priests in general are awesome for defending cities.
Trebs are all right.
AFAIK there are no T3 archers. Even elves have a T3 flyer instead.
if there are new races, I hope we get some.I declared war on the goblin immediately and repeatedly besieged her with chain lightnings and retreated after expending my CPs.
Basically I can chain lightning her capital garrison faster than she could produce units.August 27, 2015 at 06:38 in reply to: Is it possible to do >100 HP of any damage channel with right units and spells? #224805If enemy units are clumped up, are are within radius of multiple ice queens, and get hit by inflict chill from ice novas (either veteran ice queens, grant frozen flame or the totem), overloaded frost tanks can inflict absolutely astounding damage, as in taking out tier 3/4 units in one hit.
How about a flat fee to retrain units at cities depending on how many skill and medal the unit get ?
I just realized this.
Well how can I explain this? he didnโt really had any combat yet, I try to keep the units I already gathered out of combat to keep this a bit more simple to manage, and keep my oversight for my administration. still I have a good feeling about his ranged powers, after the shock upgrade he keeps getting the ranged damage whenever he levels up, also I hope to get the shield quiver thing that increase his ranged damage, combined with his seeker on the helmet and maybe I can find some item that grant him armor piercing or any slaying ability, and he will be a force to recommend with. (until he gets hit that is)
He’s a HERO. you can resurrect him as often as you need to. So no need to keep him out of combat, as long as you don’t reach your hero limit while he’s dead.
This is probably the best idea anyone here came up with.
Can Bursum kill knights in one shot yet ? ๐ -
This reply was modified 4 years, 6 months ago by
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