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(January 11th, 2019, 06:42)Nelphine Wrote: Oh it's lower minimum than I realized. I forgot we accounted for multifigure more accurately than that.

I also assumed you thought you were taking too much damage. My initial answer of 'do they actually have supernatural' still stands.

Any other possible sources of -1 to hit for the enemy? Terror? Or life steal weapon? (I know you would have said so, but hey, gotta ask.)

And no I can't watch the video at the moment.
No -1 to hit, weakness, life steal(it wouldn't work anyway). According to the unit info they have supernatural.
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Is there always at least 3 other wizards on your starting plane? I preferred it with the split 3 against 2, especially on smaller maps as it is far too crowded on limited land space. 
Also it has the problem of a runaway wizard on the other plane sometimes which you can't do much about (they either expand very quickly or they don't before you get there).

The game I just finished had all 4 of the AI being on my plane and Myrror completely empty. I won the game before even opening a tower.
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Normal and below difficulty never has an AI on the Myrran plane.
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Ah the game had reset to normal difficulty when I installed the latest version so that explains it. I thought iwas easy.

With the 4/1 wizard split on expert I can win easily now, but on master the Myrror wizard runs away with it before I can reach him. I imagine it's impossible to add an option for wizards on each plane.

Any chance we could have a split of 3/2 for the 2 planes? At least for smaller maps anyway.
Also it would mean we can bring the landmass in slightly to say 85% of the map as we're not trying to fit 4 starting locations in the same plane.
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(January 12th, 2019, 04:24)MrBiscuits Wrote: With the 4/1 wizard split on expert I can win easily now, but on master the Myrror wizard runs away with it before I can reach him.

If you're getting this from the info screen, don't, an AI being ahead in most charts is not an indicator of defeat.
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Interesting comment, and I agree with it. So, if the charts don't accurately portray the AI power (particularly army strength as they can't focus overland effrctively), is there a way point where it does become accurate? For instance if the myrran AI has 5 times your army strength and 3 times your power production, is that cause for concern for you baghtru?

(For myself.. I think I universally ignore army strength, it's meaningless, which is too bad since it influences pacts. But power production worries me if the AI is more than 50% ahead, and more than twice my power production seems like it should be legitimate AI winning. On the other hand, AI power strength or whatever the third is called is badly diluted by research, so sometimes it's very difficult when we break even, and sometimes even if the AI is 3 times me, it doesn't matter.)
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For me... It's more of an indicator of how long you'll need to win after say, 07. Before 05 it's definitely more important.

Yes significant are mostly power, and skill, for me too.
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If there's any benchmarks you notice, I'd love to hear them. Figuring out how to make that more meaningful, for myself at least, would be nice.
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Anyone find nomads are very limited? With no food buildings they have a lack of food, but also grow slowly without the granary and farmers market. It also means a lack of production as you need a higher percentage of farmers and have a much lower maximum population, so the economy suffers too.

I know they get a gold bonus, but is it enough to compensate for everything else?
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Nomad played with 'Guardian' (the +6 max pop for home race) becomes a competitive race economically-speaking. They also have some excellent units:
*Swordsmen with high resist and ranged attacks (food shortage prevents rushing them)
*Horsebowmen and griffins are superior because they work well in most battle scenarios
*Rangers are among most damaging ranged units, excellent for lairs and wizards without warp wood.


I find 'chaos' to be the best fit for this race.

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