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CHAOS Realm

@Arnuz: Army strength.

@Seravy: you don't think I'll get overwhelmed with city curses if I piss off Rjak and Sharee? I don't overly care about their military, but city curses are brutal. And I didn't really mean what call the void does, I meant, when is it worth its huge cost? It takes several turns to cast it (I'm not a specialist, no divine orders) and it just seems like there are better choices - I can get (almost) 3 chimera for the same cost. (Chimera may not be bezerkers, but they have high army strength. Stick enough if them in your cities/nodes, and the AI won't attack except with doomstacks. Can't wait to research great drakes, and then I will be able to summon 'bezerkers' in terms of army strength and avoiding being attacked.)

Casting skill: I'm around 250, Rjak around 175-225 (hard to say without war), the other 3 around 150.
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With Meteor Storm in play you don't need to worry much about enemy forces attacking you (except the occasional doomstacks but you play chaos so you can kill them in combat anyway) so you don't need much units aside from your garrisons meaning you don't need to care about city curses. Chaos summons are better than your normal units anyway. So you don't need food nor gold so you don't care about city curses except the ones that destroy buildings. Besides even if your economy is bad, everyone else's is worse with the Doomsday and Meteor in play.

However if the game is in early enough stages that you can conquer and hold anything with just 3 Chimeras then you clearly don't need Call the Void at all. It's a spell you use to win if you can't do it the military way (or your troops need that extra help of 12 damage on each defender). Generally you will want to cast CoV if it costs you more than 500-1000 skill to conquer and hold a city using summoned troops - the cost of reducing the city to a state where it's not producing anything for your enemy anymore.
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No I can't hold a city with 3 chimera. More like 7 or 8, and even then a doomstack could attack.

But OK, using meteor storm as soon as I research it, then doomsday. Hopefully my third very rare research will be Armageddon. Although that will delay researching great drakes.

Although as a note, rjak ecenomy won't be affected.
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Third research was Armaggedon, and i got a stroke of genius! Mwahaha! As expected, i've got famines everywhere. I don't think I'll be able to maintain my garrisons if he keeps throwing famine on me. And Sss'ra has chaos rift, so i have to keep him banished. And i have no overland skill to summon creatures, i'm still trying to cast my very rares (only meteor storm cast so far, and both rjak and lo pan declared war already) and dispel famines.
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Not sure if you can do anything about this but, if you finish building a building, and in the same turn chaos rift destroys that building, then you'll be notified that it was destroyed at the start of turn, then during your building phase it will tell you you completed building it, and it will show up on your city display as built; but when you go into your building options for what to build next, that building will be available.

In other words, mechanically everything is correct, but, the display is off.
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Yeah I can't fix that. I've seen it do even weirder things.
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What's the goal for how much damage meteor storm does to units outside a city? (Assuming no regeneration, healer, or herb mastery) For instance engineers, spirits, node garrisons, or even just doomstacks.
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It's immolation damage so it is expected to completely kill low armor unprotected multi-figure units over time by dealing more damage than they can heal, but shouldn't hurt low figure/high armor creatures more than what they heal naturally.
Obviously, this is a very AI unfriendly effect which is why they have top priority to dispel it.
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Right but if its not dispelled, what's the actual goal? What units 'should be killed over time'? What units are powerful enough that it shouldn't kill them, even if it might occasionally hurt them?
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4+ figure units should usually be killed except maybe rares/very rares that have large health (Death Knights etc).
1-2 figure units should generally survive (Stag Beetle, Nightmare, Minotaurs, etc) or at least die very slowly taking over 20 turns. (Natural regeneration outside cities is extremely slow so expecting it to completely override the damage is unrealistic for most of the 2 figure units.)

The goal is to make it unlikely to get attacked by stacks of normal units except maybe the most durable top units with few figures. Rare and better summons and even some uncommons should be able to survive without a difficulty. Basically it's to prevent the AI's ability to use attrition through unending hordes of weak medicore units.

Note that the AI learned to use more of certain buffs such as Bless and Resist Elements more often to counter this effect so it can most likely save at least some of the better units that would slowly die otherwise.
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