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The Lizardmen challenge roleplaying scenario: You are the Lizard King!

Another round as the lizard king!

https://www.youtube.com/watch?v=OW4k6M2tWfw
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The trireme capacity is due to kyrub's changes, he said it was necessary to give all boats full carrying capacity to enable the computer players to function correctly with regard to moving over the ocean. Regenerating Zaldron! Just the thing for those CP direct damage spells. The save game is still there, just start MoM with WIZARDS.EXE instead of MAGIC.EXE to continue straight into your save. Otherwise just rename SAVE9.GAM to SAVE1.GAM and load from the menu. PLIGHT shouldn't have affected anything in the game, it just replaces the HELP.LBX file. A much better game this time! Lots of back and forth action. But what are awesome heroes like Baghtru doing sitting at home base? And talk about an anti-climactic finish, LOL. The big battle, stack of dragon turtles + Zaldron (which is about as tough as Lizardmen are ever going to get), and then...nothing. Have to dispel that wall of darkness first, too.
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Oh whew. That goodness.

I forgot all about the continue button.

I am so glad. Next Sunday we'll see how this all plays out.

As for my other heroes. I'll need to heroism them all at the very least. Regeneration would help too. It I were to send them out as is, I'd just lose them all. Low level heroes with no gear don't survive long in battle. I have this notion that I'll break this wizard, and have some leisure to send my heroes around noding and exploring ruins under the care of Zaldron and some Dragon Turtles until they have a little gear and some exp under their belts.

Maybe I'm wrong and should commit them to battle, it certainly is a desperate enough situation to warrant it. We'll see how the battle for the capital does down.
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Whew, done: https://www.youtube.com/watch?v=V91I7PMh8vw
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Regenerating heroes resurrect automatically when the battle ends. You only lose the enchantment if you cast Raise Dead on them during the battle. Remember War Trolls?

Endurance is one of the best spells in the game, I cast it everywhere when I get it. Pathfinding is super too, it's basically the same thing. I always buff my hero stack with enchantments as soon as I can afford the mana. Those +1 and +2 from stoneskin and holy armor really add up. Heroism gives a unit 120 XP, including heroes. Level 4 can make a big difference for a crappy low-level hero.

LOL @ Theria the thief with 17 shields. She can't damage anyone with her puny attack, but she can't be damaged, either. Hero artifacts don't really need plus to resistance, they get pretty good resistance after they gain a few levels.

That was a pretty gutsy call, attacking Wraiths. I wouldn't have done it, wraiths are all kinds of scary nasty.

The settlers were until you had 5 lizard cities, not the whole world. The whole warships thing never happened, which was a pity. I don't think it could have, with how the game played out with early war. You didn't break the rule by razing the desert town because the rules say never ever raze lizard cities. It just says you can't enter the desert with any lizard units. A pity about change terrain too, the whole world was nothing but the spellbooks you didn't have.

In general, the nodes seemed particularly ill-guarded. 3 hell hounds? The ruins had a bunch of paltry guardians as well. Even at 1.0x magic, they should have been putting up more of a fight. I just played a game at 0.5x magic and it was stronger than this. Weird.

The game was already over when you got warships, a pity about that. I've had fun games where they made the difference in fending off invasions and in general controlling over 50% of the game world.

If the units move too slowly just turn off animations in the settings. It helps a ton for those large battles where everything moves 2+. There is indeed a hotkey to cycle through the cities. Left and right arrow I think?

All in all, it was a different playthrough. It's not just for Hadriex, either, it's open to anyone who wants to try. Lots of fun as always, and thanks for the great recordings.
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Quote:Regenerating heroes resurrect automatically when the battle ends. You only lose the enchantment if you cast Raise Dead on them during the battle. Remember War Trolls?


I thought that was the case, however I wasn't certain that the spell version would do that, it might perhaps count as being 'dispelled' when the unit died. It seemed unlikely, but I couldn't afford to take the risk that I might be wrong.

Quote: You didn't break the rule by razing the desert town because the rules say never ever raze lizard cities. It just says you can't enter the desert with any lizard units. A pity about change terrain too, the whole world was nothing but the spellbooks you didn't have.

But... But... they were mutant heathens! We were just lucky I was able to quarantine them. Imagine if they'd gotten out and bred with the others...



Glad you enjoyed it.
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