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Caster of Magic Release thread : latest version 6.06!

except if you give your units even a few buffs (land linking or holy armor is often enough), they have no problem surviving the ranged attack; and even damaged, they massacre the ranged units.

however, there is an issue in that the wizard is also throwing spells constantly. so all units tend to die, thus making it so that ranged units at least Do Something, even if they aren't any more relevant than the melee units.

high survivability ranged units tend to be the best units.
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Ranged beats melee. That's the point. But melee can't run out of ammo, units don't resist it and melee units are more durable against spell damage. They also aren't weak to webbing and won't die if something really fast like a spider shows up. So both have their uses.

Also Chimeras are not glass cannons. They are a 32 health unit at uncommon, that's pretty much the highest at that level.
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If there is one part of the melee vs ranged problem that I'm unhappy with it's cavalry.
It's not durable enough and even takes extra damage for going too close to archers.
So while archers are weak to them in theory, they still are fairly effective.

Not that changing this would help, as the AI does not know they need to use cavalry against archers. And what's worse, it'd be a powerful tool in the human's hand because the AI has mostly ranged garrisons.
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I think there might be a strange bug probably relating to Wind Walking. I have a hero with it, and 8 Djinns in the stack. I gave them a long movement order. The hero and a few of those Djinns ran out of movement points, a few have movement left (that's normal, just formed the stack). But then I click 'done', and the whole stack keeps moving. Clicking done again, they move again. So I moved the entire distance in one turn.
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When there are multiple windwalkers in a group, ypi get some strange behavior. Specifically, the one at the 'top' of the stack will be the one which displays it's movement, and how many moves are left.

Every move you make will remove 1 speed (or 0.5 on magic roads) from every unit in the stack.

However, if a unit joins a windwalker stack (or a windwalker joins another stack), as long as all units in the stack have movement remaining after the join, then all units in the stack will never be reduced below 0.5 movement as long as any windwalker in the stack has 0.5 movement remaining if this rule didn't exist.

Which means you'll see the movement of the top windwalker (which will look like 0), but the windwalker you picked up this turn (and who therefore has movement left) can still move the whole stack. (Or often its your windwalking hero with +move items).

This effectively allows you to keep moving as long as you can keep joining a windwalker who hasn't moved yet, very reminiscent of ships from warlords 1 - chain a dozen djinn around the map and (as long as the AI doesn't pick them off) you can move forever.
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I suspect your hero had a high total movement and it could carry the entire stack on its own for the full distance. However the game isn't as smart as to display that movement amount when there are multiple windwalkers, it just displays one of them, in this case Djinn.
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No, she did have about 8 movement, but I sent her on a trip of 30 or so tiles around the world. After every 5 or so tiles I clicked 'done' and they moved another 5 tiles.
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Can I have that save file? Definitely sounds like a bug.
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Not sure what's the best way of finding that turn.... It was quite a while ago. I'll see if I can replicate it.
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I guess if you still have the hero with some djinn together that will do.
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