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Ugh that's unnecessarily complex, not to mention hard to implement.
I think for the time being I'll make it independent of fame. We'll need to see the effect it has first - we might find it's actually not a good solution or the problem is elsewhere, unlikely but it wouldn't be the first time we had to undo a previous change because it didn't work out or we found a better solution.
January 7th, 2019, 11:14
(This post was last modified: January 7th, 2019, 11:14 by zitro1987.)
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Then we could go back to the ""This building becomes available as late as 1406, depending on fame"
If someone gets 40+ fame to get an early armorer's guild, they probably sacrificed a lot to get there.
But regardless, let's try the simple 'This building becomes available Jan 1406' first
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Before we do, Sapher, what are your thoughts on doing this with fighters guild units? (As per my previous, our previous conclusion was that we could do this even with swordsmen, so people who want to won't be affected and can still rush, and people who aren't breaking the game with it will simply lose gameplay variety.)
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I'd like to hear his opinion, too.
I'm pretty sure we did make sure none of the earlier units are a problem, but back then we did it from a fortress strike perspective. Killing all nonfortress cities and units is slightly different, armor is less, movement is more important I think, but the other aspects (resistance, extra abilities) applies equally.
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Right. The basic concept of a high resistance swordsmen with mithril and holy armor should still be plenty for non fortresses.
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Well, yeah but there is no high resistance swordsmen left, that's kinda the point of last year's changes.
January 7th, 2019, 12:07
(This post was last modified: January 7th, 2019, 12:23 by Sapher.)
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(January 7th, 2019, 11:26)Nelphine Wrote: Before we do, Sapher, what are your thoughts on doing this with fighters guild units? (As per my previous, our previous conclusion was that we could do this even with swordsmen, so people who want to won't be affected and can still rush, and people who aren't breaking the game with it will simply lose gameplay variety.)
Swordsmen spawm might work. It worked for me vs the first wizard. Although i didnt put all into swordsmen so may be if i do that it will be fast enough to work vs all 3 wizards... Fighter guild units are berserkers? I dont like them for rushing they are too fragile.
Most likely you will have to switch to something else after you conquer first wizard by swordsmen. Although channeler with life drain might give you enough army to fight all 3 wizards...undead nagas and such
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Fighters guild are halberdiers, javelineers, centaurs, bezerkers, pikemen, anything else in that tier
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(January 7th, 2019, 12:25)Nelphine Wrote: Fighters guild are halberdiers, javelineers, centaurs, bezerkers, pikemen, anything else in that tier
For the first wizard i think swordsman is enough (with support of spells like life drain, zombie and such) so even if i want fighters guild for those units i'd rather use the one that AI has build for me in his towns..although after i conquered first wizard heroes appeared and i didnt need to rely on troops any more. May be now i'll still need them and all those fighter guild units will not be useless..
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Right so if you can use swordsmen - heroes, why bother with war trolls and doom drakes?
The idea is to find out if armorers guilds units are inherently a problem, or specific armorers guild units, or whether fighters guild (or swordsmen) would have exactly the same result and therefore something else is the culprit.
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