January 3rd, 2019, 03:37
(This post was last modified: January 3rd, 2019, 03:39 by mackoti.)
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Hello,
My dear lurkers if there is any ...
I am big fan of magic and mythology, my favorite movies are the one from tolkien books and my favotite games all time is Heroes of might and magic 3.
I plan to update this thread , becasue i have many questions and eitblopedia doesnt answer to them.
I played a test game with elohim and I discovered i have no clue how the magic spell are working. For example i builded bambur and i expected like him to be able to learn (use, i dont know wich term is corect) all the level one spells for which i have mana at the palace ,but not he know just his enchanted blade.
We are at turn 20 , here is a picture
Yes ,I builded a monument, the special one for elohim which llet to me to hire a priest and gave me a priest point .I didnt wanted to build wariours with a lot of penalty and i know thre is some nice event for the monument, I realy hope i hit some nice event.And even more there are slow points of GP so with working a priest few time I can get a GP around turn 70 to bulb pristhood.
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You have at least 1 lurker.
IIRC, only units from the mage line can learn spells from mana. Other units can only learn specific spells associated with that unit type. For any unit I think you can go to their civpedia entry and see what promotions they are allowed to get, which determine what spells they can cast. Bambur probably doesn't have the Nature/Water/Spirit 1 promotions listed, which is why he can't get access to those spells, even though you have the mana. He does have access to Enchant 1 for Enchanted Blade.
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(January 3rd, 2019, 09:09)The Black Sword Wrote: You have at least 1 lurker.
IIRC, only units from the mage line can learn spells from mana. Other units can only learn specific spells associated with that unit type. For any unit I think you can go to their civpedia entry and see what promotions they are allowed to get, which determine what spells they can cast. Bambur probably doesn't have the Nature/Water/Spirit 1 promotions listed, which is why he can't get access to those spells, even though you have the mana. He does have access to Enchant 1 for Enchanted Blade.
Oh yeah there is TBS the master of FFH2. Yesterday i read your kurio game and charadon one. I was realy impresed how good you played. I realy hope sometime we will play in same game and more people will return to ffh as i think are more strategies posible then in BTS.
Ty for your answer and in way its make sense.
Why i pick Ethne well i seen org/cre and I said in Bts is a noob combination and I chose this. After better looking at the abilities of civ and mana palace , and that there is 20% penality on WW made me regret but i am determined to play and learn.
I am courious whats is your opinion on monks?
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Played turn 22, and its time to speak a little about our foes in this game. In this post will talk about Aurorarcher(Auro from now on). From what i read there are 2 things about Sidar :
1.The shade stuff which gaves you a GP but settled so i supose you cant use it to bulb something, but has a step price becasue you have to transform your best unit in that , but still later will not be that hard for auro as he can get adepts and with arcane i think those can get to shade stage prety fast.I dont made a test but how fast adepts can get to 17 experience if start with 4? Anyone can answer that?
2.Divided soul. Your recon units can jump , I cant understand exactly were they can jump if someone can explain me shortly so i dont have to tested.
3.Yeah there is 3 the world spell so units became invisivle .I supose there is a way to see them...Are hawks enough?
About the turn my scout survived at a griphon atack and a lion one and is combat 2 now if gets to 10 expeience I am considering gettin AH as is suposed to have horses near by and i already seen a G spider and i think with some sacrifice can be capturated.
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(January 4th, 2019, 04:43)mackoti Wrote: Played turn 22, and its time to speak a little about our foes in this game. In this post will talk about Aurorarcher(Auro from now on). From what i read there are 2 things about Sidar :
1.The shade stuff which gaves you a GP but settled so i supose you cant use it to bulb something, but has a step price becasue you have to transform your best unit in that , but still later will not be that hard for auro as he can get adepts and with arcane i think those can get to shade stage prety fast.I dont made a test but how fast adepts can get to 17 experience if start with 4? Anyone can answer that?
2.Divided soul. Your recon units can jump , I cant understand exactly were they can jump if someone can explain me shortly so i dont have to tested.
3.Yeah there is 3 the world spell so units became invisivle .I supose there is a way to see them...Are hawks enough?
About the turn my scout survived at a griphon atack and a lion one and is combat 2 now if gets to 10 expeience I am considering gettin AH as is suposed to have horses near by and i already seen a G spider and i think with some sacrifice can be capturated.
Subdue animal is a good promotion to have if you're going down the recon line. You can (possibly) capture a wide variety of strong early units or useful units for scouting or disruption. However to be effective your scouting line needs to be good, giving those units an advantage. So it's not a big enough advantage to prioritise AH over other more economic techs *cough* Calender *cough* unless you're somebody like the Sirdar, Svartalfar (evil elves) or the Balseraphs.
Generally the biggest selling point for the Elohim is their get out of jail free worldspell, allowing them a once off walling off of their borders. This is generally considered a defensive advantage, useful for surprise war decs where you've no army. But it can also be leveraged offensively too, allowing the Elohim to prepare for one war without worrying about defensive units.
The Elohim unit strengths lean towards the religious line, therefore going for the Veil and backing their priests with axes is the most viable early to mid-game strategy (in single player their strength is that in cities they capture they can build units and buildings normally allowable only to the original civ, e.g. capture a Calabim city and you can eventually build vampires. This is not a good multiplayer strategy).
Travelling on a mote of dust, suspended in a sunbeam.
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(January 4th, 2019, 04:43)mackoti Wrote: 1.The shade stuff which gaves you a GP but settled so i supose you cant use it to bulb something, but has a step price becasue you have to transform your best unit in that , but still later will not be that hard for auro as he can get adepts and with arcane i think those can get to shade stage prety fast.I dont made a test but how fast adepts can get to 17 experience if start with 4? Anyone can answer that? Every turn an adept has a chance of (20-current XP)% to gain another XP. Unless the player is Arcane, in which case it's (50-current XP). I think those percentages are multiplied by 1.5 on Quick speed, too.
So it's theoretically possible to get up to 17 XP in 13 turns, but the expected time is at least twice that even for Arcane, and it slows down as the adepts get close.
Quote: 2.Divided soul. Your recon units can jump , I cant understand exactly were they can jump if someone can explain me shortly so i dont have to tested.
When you cast the spell, it creates a divided soul summon on the tile where the recon unit is. That summon is flying, move 2, so it can go 2 tiles in any direction, cross mountains and seas. Then the soul can cast the jumping spell and bring the recon unit to its tile, as long as the second tile is a legal place for a recon unit to stand (not water, not mountain). Or you can delete the soul if you see something that makes you want to stay put instead.
Quote: 3.Yeah there is 3 the world spell so units became invisivle .I supose there is a way to see them...Are hawks enough?
Can't remember exactly. You need a unit that says 'see invisible' in the civilopedia or else the Floating Eyes spell.
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The Elohim world spell seems like it ought to be useful for offense, 30 turns where no one can enter your borders seems like a perfect tool for preventing counterattack during an invasion, but no one's tried that approach as far as I've seen.
Monks seem like they should be good but I think they are too expensive to research and too expensive to build. There isn't much they can do that you can't do with cheaper axes.
EitB 25 - Perpentach
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January 5th, 2019, 07:56
(This post was last modified: January 5th, 2019, 08:19 by mackoti.)
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So i tested a game and this toroidal maps are a beast , second city depending were I will setle cost 3 or 4 gold and a third city will get to 9 -10 depending again were i will settle.
Potery(education) is a very expensive tech , i think 290 beakers , gettin mines cost same but at least gave production towards settlers.I think the begging phase of the game i will enjoy the most as i have to figure out how to tech, becasue techs are expensive and all gave good stuff and with elohim ther is not a clear path to take.
Thinking more about Sidar, they will be menace , they build an army declare into the mist , declare war and you dont know were they are.I supose my wordspell is good against that as well. And if they want o use recon units going hunting fast makes sense (be aware of griphons), becasu i seen 2 hunting happinnes so for them will be 3 happines and with hunting lodge there they can grow size 10 prety early.I am considering hunting as well but again is very expensive and other will be delayed alot. Choises, choises.
Question , if you to go in the plot were those units are you canț, or you will stay on top of them and what will happen then on the oponent turn?
Does know anyone were ususaly harboretum apears?
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(January 4th, 2019, 15:29)Mardoc Wrote: Monks seem like they should be good but I think they are too expensive to research and too expensive to build. There isn't much they can do that you can't do with cheaper axes.
Yeah, I wouldn't consider monks a viable strategy either. They come at Priesthood (by which time you should have already gotten axes) and are a niche unit, useful against the Infernal but nobody else. One or two in a stack is possibly handy for healing, but then again you can also build priests at the same tech which are better healers and come with useful spells.
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No turn yet, and i have 1 question...
How do i became neutral?
I found 2 posibilities for hiden magig units
Empirean units which is a lot of beakers and Kytra , both expensive but i dont belive till get kytra can mount an atack and we still have sanctuary.
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You could change alignment (good/neutral/evil) by adopting religion (only?).
for good -> neutral, you need to adopt "octopus overlord"
You can keep being neutral afterward with (some) other religion
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