It's there in the video, the first thing one has to select to start a game...
Test games played
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Also Robin, I'm not sure how much you've caught up. But since seravy is the developer, he almost exclusively tests expert difficulty, and he's specifically testing what we call a 'standard' wizard build, in order to test the effectiveness of something - not sure what that exact game was, but quite possibly very rare Global's. When you're posting these quoted replies, you may want to also check the date, and the next few posts to see what other conversation came out of them.
Part 4 : https://youtu.be/6McVZk7IgaY
I'm having doubts about Pikemen now, they used to be really powerful but this time they were useless. Lack of Prayer maybe? Or are they overly nerfed? Also while Life was always slow to start, it feels extra slow this time somehow. Although that AI is definitely performing way above what I'd call normal for this difficulty level.
Similar strategy to what seravy is playing now but on lunatic part 1
Part 5 : https://youtu.be/WuAjBClldk0
Pikemen + flame blade has good odds to kill an angel without any further buff? It's pretty useful to whittle down a lair early on. No need for any buff - just suicide bomb a pikemen each time and cast only in battle. Maybe it needed holy weapon too though, not sure anymore, I haven't played life in a while.
Test game: werewolves
TL,DR: lol OP, mainly because of death immunity Setup: lunatic, all fair, halflings, omniscient/sage/specialist S rest D for +40% research and -15% research cost. Lycanthropy more or less assured to be in the spellbook from the beginning, takes 7-8 turns to research and then 5-6 to cast. I've used it to do the initial easy lairs, in the meanwhile explored with halfling spearmen. I've found among several undoable lairs some phantom stuff ones, and the WWs can deal with them one at a time, then I've grown up to earth elementals. I think part of the problem is armor: the defence roll per figure adds up, and even earth elementals can't kill a unit in 2 attacks. I've been lucky enough to meet a death wizard - Sharee, in my case. Sharee came with her own WWs and settled my continent with humans. Well, thanks to death immunity she didn't stand a chance. Obviously the human can focus forces better then an AI, and thanks to death immunity I've been able to just enter all of her cities and not lose anything, even managed to zombie an undead or two here and there. Had I had to deal with black sleep it'd have been very different. In this match I've been a bit slow because annoyingly I was alone despite being on a big continent, so there haven't been so many cities to conquer and I've had to settle myself. Thanks to the research setup I've had plenty of spells to give away and get in wizards pacts. Only now the other two have started threatening for the city numbers. But I'm pretty sure that given the very favourable position I will recover the advantage that Kali has pretty soon. I've started mass producing triremes, and black sleep will clear the seas of all her ships in no time. Had I not had death immunity from the start, I'd have had to bloodlust them - in lunatic the number of black sleeps that the AI can cast makes it impossible to manage without it. Early on they're unbeatable, make them cost 50% more (bloodlust) and they become quite a bit more scarce in the first 2-3 years. As it is you're basically guaranteed to out-number everything you meet.
Part 6 : https://youtu.be/dNcY--m2OIM
Baghtru Wrote:I think part of the problem is armor: the defence roll per figure adds up, and even earth elementals can't kill a unit in 2 attacks. No, the raw hit points does that, not the armor. An earth elemental against an armor 0 unit still only does 25 damage in 2 attacks, which still doesn't kill the werewolves. Don't get me wrong, the armor matters too, but an earth elemental is only going to hit 2-3 figures, so even 3 armor is only reducing the damage by 2-3. That means the third hit kills the werewolves anyway, whether it has 0 or 3 armor.
Part 7 : https://youtu.be/9S3SdeEd-ZQ
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