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CHAOS Realm

21 damage isn't high. (I'm aware that I'm extremely biased by the nature of my playstyle.) I don't bother with warlocks because they don't do enough damage. Adamantium veteran beastmen halberdiers, with no other buffs, do more damage than the great drake fire breath. Yes, the halberdiers are reduced more by armor, but... 60 production, with a prereq of 700 production, vs 900 casting skill and a prereq of 8000 research.

Its fine to say that putting more into one stack means it should be more expensive but not at the rate it currently is. I'll take my 15 adamantium beastmen halberdiers against your great drake. In fact, I'll take 135 beastmen halberdiers against your doomstack of 9 great drakes. And mine still costs less. Let's assume I'm right, that production is worth 20% less than casting skill. Then, I can actually get literally thousands of beastmen halberdiers for the same cost as 9 great drakes.

Obviously that's completely ridiculous - nothing can be converted nearly so neatly. You can't actually change research into production. You can't get that many adamantium cities pouring out halberdiers. Etc.

But the fact that the costs are THAT skewed, yet I can still even remotely even imagine the damage output from a single unit is comparable? Its a problem. Arguably the best way to win, is to focus 100% on city troops. Literally, ignore nodes, use alchemy on all mana you get, never build power buildings, and just go straight for fighters guild, alchemists guild, and war college everywhere and start pumping out troops, and swarm your enemy. In fact, this is what makes the AI so dangerous. This is the basis for their strategy.

One of your big concerns is that the AI can't build doomstacks like the human can. So reducing the cost on the higher end units will help the human. I disagree. Imagine how many great drakes the AI would get, if it only cost 400 mana. (I'm not saying that's a price I think is good, I'm just using it to make a point.) The AI is already great, GREAT at pumping out huge armies. (I recently fought an AI who had 86 hell hounds within 4 squares of his capital, in 1404.) If the units are cheap enough the AI will simply swarm the human with them. That's what makes lizardmen and common summons so dangerous. The human can make better doomstacks of low end troops than the AI can, but it doesn't matter because the AI has half a dozen stacks for every stack the human has.

I'd be interested to see what kind of costs would be found if units were compared against different tiers.

I don't necessarily think its a solution, but I think it would be interesting to have that information. We could see if there is a general trend for how much more expensive things should be since you can put more combat power into one stack.
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I think this could work well :

Common : 0-80
Uncommon : 80-200
Rare : 200-350
Very rare : 350-500

...if we do this, we also need to :
-Change banishment rules (We are effectively doubling the [summoned] forces of everyone which means banishing a wizard takes only half as much effort-they already have the full 9 garrison units and can't improve over that even if they have twice as many forces elsewhere)
-Modify AI casting priorities - expensive summons are the greatest factor that keeps the number of other spells (like curses) in check.
-Teach the AI to build doomstacks - with abundant amounts of creatures, missing out on garrisons is less of a worry as there will be some left over. Question is, letting the doomstacks form naturally as a consequence of more creatures is enough, or do we need the AI to do better than that. Does AI doomstacks even work? I still think the human player can can just kill the units 1-2 at a time until the stack is cut down to size, and they can even attack it themselves to do that (like how I attacked the stack of rampaging Chaos Spawn repeatedly using my whatever common units nearby then Fire Bolted them to death.)
-Possibly adjust Nature's Wrath and all AI rules around that to keep its effect the same. (this would be hard because lowering the trigger cost puts spells I don't want to do so into the range of triggering it.)
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Yeah that's kind of the range I was thinking (although I was going up to 6 or 700). But I don't think its a good idea to go forward with a change this big without a lot of research. For instance, the djinn is listed as possibly being overpriced right now, but it has so many abilities I disagree.

So its quite possible its only a handful of things that are overpriced. (If so, probably only things without a lot of special abilities.) I know I'm obviously a vocal advocate of this change but, I know I play a very specific plsystyle and simply don't have enough experience.
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Djinn are an amazing, powerful unit that...still dies to 3 lightning bolts, or a stack of magicians. I don't think it's an exception (unless it has Magic Immunity, but that costs an extra 300 by itself so...).

I'm going to come up with some costs and post it in a new thread.
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Mystic Surge: First time i cast it, I got 12 buffs. Dispelling wave was cast, removed most of them (including Mystic Surge itself, and Blood Lust, and Animated - should the unit end the battle as undead if this happens?). I recast Mystic Surge, got a pile more buffs. They cast dispel magic, and .. Call Centaurs was dispelled. Among other things.

Call Centaurs?
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Was that the orihalcon?
It's not possible to have that as a combat spell otherwise so I probably added the "cannot be dispelled" to only the overland part.
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Oh I do seem to recall orihilacron. Yup could be that.
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Started a new game, 10 chaos, chaneller, high elves., hard, large, good.

Gargoyles are amazingly good at stealing pop 1 settlements from the AI at this level of difficulty. They are also good at finding and conquering neutrals. Thanks to them I control 12 cities in 1405. I found a Cult Leader retort in a nagas node (cleared by longbowmen) and an Efreet spell in a nearby ruin (earth elementals and sprites, killed by the same longbowmen). I don't think there will be anything that can stop Efreets this early in the game and I control the largest part of Arcanus already and am the first to control a node - seems like an easy victory can be expected. Enemies are all Life or Nature+Life, no threat once I get the strong spells.
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Played a hard difficulty game with 10 Chaos+Chaneller :

https://www.youtube.com/watch?v=KlU8B_wA...e=youtu.be

Gargoyles feel a bit on the overpowered side now- not much in the early game can kill them.
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Ever fought life halflings with 7+ slingers all with heroism/endurance/holy armor/holy weapon? That city was hell to conquer. Sure its more expensive than gargoyles, but I'd rather face gargoyles any day.
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