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Test games played

Damn you're right. I posted that on the 16th, saturday, hopefully I've got a save game at home then.
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Found it.

Never-mind my memory, the turn seems pretty reasonable, he gets 200 gold and doesn't seem to get mana at all - put into spell of return I guess? It's a constant value now, right?


Attached Files
.gam   SAVE7.GAM (Size: 151.94 KB / Downloads: 0)
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No, I haven't had time to even think about wanting to change Spell of Return or not. (tho I'm leaning towards not changing it at the moment)
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As a note, spell of return triggers Nature's Wrath. Not sure if that's intended or not.

Since I finally finished my lunatic game, I am now trying a random game:

Small, Max, Rich, Average; 7 Death, 1 Sorcery, Warlord, Tactician, Sage Master, Klackon.

Going to do this on advanced, as I detest Klackons.

Edit: no neutrals on all of arcanus. One AI is also klackon, one high men, one lizardmen. So only 3 species on arcanus. In 1409 I attack the first AI (klackon) fortress.. And defeat (not banish) him. Using 5 focus magic ghouls and 3 klackon halberdiers. Then race around the map and get 2 of the 3 neutrals created from his remaining cities. I have 8 whole cities now.

Lizardman AI has 6 (!) Nodes by 1411, so is actually ahead of me. (Never got shadow demons, so I'm stuck with ghouls, and klackon units. Omg. So painfully slow.) I'm up to 6 nodes. The lizardman units wreck my klackon units despite warlord tactician. She has adamantium, and life buffs, while half my territory is buried in volcanoes from the defeated AI. But she has no answer to focus magic guardian wind ghouls, or Nightstalkers. So, while ridiculously slow going (because I simply can't summon enough), arcanus poses no threat to me. Currently researching wraiths but I don't think they'll be helpful against adamantium javelineers (well, with guardian wind they'll be good, but will I be able to get enough?) I really want to see what very rares I have.
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Was intended but it's not going to exist in the next version anyway.


o_O that's a very powerful roll, with that I'd risk doing Master but it should be enough to conveniently beat Expert at least.

Wait, no Shadow Demons from 2 guaranteed uncommons? What did you pick...Black Prayer and Possession?
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Yeah but klackon are horrible. Warlord is completely wasted - werewolves are better than any klackon troops, even with warlord. (Except I don't have enough spell power to create werewolves and focus magic ghouls).

I honestly don't remember what my two picks were - probably werewolves (mistake, but with enough spell power to sustain them, they're amazing) and black prayer.

Although werewolves did crush a many air elemental node.

However, you are right; advanced was a mistake. I'll start a new one tomorrow.
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Haha no retorts:

[Image: y03XJJH.png?1]

I wonder if it can be done at expert, with the current game difficulty.

I'll try! Question: should it be possible, at my skill level?
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Not a terrible start, gotten some money with a zombie/skeletons temple in 4 turns with 2 ghouls that allowed me to kickstart then sent a stack of ghouls into a nearby naga/ph.warriors node, I have 2 undead nagas and... I've met a ruthless expansionist lizardmen mono-chaos specialist/spellweaver tauron o_O' gotta go to war soon... At least I chose resist elements! (and web, ghouls/darkness/wraithform, heroism, warp creature)
Tauron's got double my army strength but only 10% more power. It's august 02.
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That? With Halflings? I would probably lose without a good uncommon creature.
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Not at war yet, but Tauron has already started corrupting my grasslands ;-/

My capital doesnt' have sea access, this sucks. I conquered a neutral: another halfing... Found elves and barbarians too, exploring with the two nagas, but they have ranged.

Found Oberic, aggressive militarist runemaster 5N/4C/1L and exchanged as many spells as I could, plus given 3 as presents to finally get in a wizards' pact. Another lizardmen wizard <.<

Waiting for Tauron to build the sawmill to attack.

[Image: SwV5cU9.png?1]
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