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Horsebowmen got nerfed several times, earlier they had like 6 ammo which was more than enough to kite most non ranged enemies effectively. I personally would like to see regular cavalry have more armor in exchange for 1 less speed, with horsebowmen being a faster but frailer skirmishing unit in contrast. But I'm also fine with them as they are.
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from my perspective, only 2 ground based cavalry which fit definition of skirmisher cavalry (which more archaic form of cavalry, shock cavalry was coming much later with cataphract and knight) they are barbarian's cavalry which have thrown, and horsebowmen which is horse archer, both units are fit definition of skirmisher cavalry, all other light cavalry in game are follow along line of chasing cavalry which should keep in stack to prevent enemy from escape (not role for ultra-heavy cavalary like paladin or elven lord to do, they would exhaust quickly in real life).
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It used to have 5 movement, but that allows them to kill very rare creatures like Sky Drake, Great Drake and Archangel at the very beginning of the game, as those only have 4 movement. (Yes, you of course need to buff their attack power and need to use several of them but even then it's a problem when endgame lairs can be taken out on turn 20.)
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I understand how cheesy it is but It is what they was historically, maybe you could reduce its missile strength to be not that higher than good foot bowmen of the same tier (2 or 3 up to perspective)? so that even with buff, it still exhausted their missile first before actually kill highest tier monster

If such horsebowmen are not that cheesy, Mongols in real life would not able to generate dead count in only 150 years much more than what Sauron could in 1000 years :P
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Undead of chaos channalled unit is counted as death creature? chaos creature? or both?

And do undead units get effect from warlord retort?
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Death creature. Undead chaos channeled magicians can cast only death spells.
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Hey! I don´t understand this: My heroes and one other army are in one group. All got the "invisable" and "spell lock" casted on them. The AI doesn´t have any armies in range, but disspells the buffs.
1. How is this possible? How can the AI even SEE my group. There´s no AI army in range and my whole group is invisable.
2. How can I prevent this?

Thanks for your answers!
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1. AI scouting only applies to city spells. Invisibility has no effect on the AI on the overland map, it's only implemented in combat.
2a. Diplomacy. A peace treaty or wizard's pact can stop them from doing so, this counts as a hostile spell so they can only use it against you when in hostile state.
2b. Banish the wizard, then they can't cast overland spells.
2c. Split up the stack. Dispelling Wave hits fewer units that way and they might even decide not to target them because it isn't a good enough target.
2d. Use fewer buffs. The priority of casting Dispelling Wave scales with the amount of buffs on the units. It's generally not safe to put more than 1-2 buffs on a unit against someone who has Dispelling Wave. He will cast it during combat as well, probably even more than once. Even if you could avoid it on the overland map, you will lose lots of enchantments as soon as you start fighting the wizard in battle.
2e. Recast your Spell Lock and hope he doesn't dispel twice a turn.
2f. Take the Runemaster and/or Specialist retorts at the start of the game for increased dispel resistance. That should make recasting lost Spell Locks easy to manage.
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(March 4th, 2021, 08:03)Seravy Wrote: 1. AI scouting only applies to city spells. Invisibility has no effect on the AI on the overland map, it's only implemented in combat.
2a. Diplomacy. A peace treaty or wizard's pact can stop them from doing so, this counts as a hostile spell so they can only use it against you when in hostile state.
2b. Banish the wizard, then they can't cast overland spells.
2c. Split up the stack. Dispelling Wave hits fewer units that way and they might even decide not to target them because it isn't a good enough target.
2d. Use fewer buffs. The priority of casting Dispelling Wave scales with the amount of buffs on the units. It's generally not safe to put more than 1-2 buffs on a unit against someone who has Dispelling Wave. He will cast it during combat as well, probably even more than once. Even if you could avoid it on the overland map, you will lose lots of enchantments as soon as you start fighting the wizard in battle.
2e. Recast your Spell Lock and hope he doesn't dispel twice a turn.
2f. Take the Runemaster and/or Specialist retorts at the start of the game for increased dispel resistance. That should make recasting lost Spell Locks easy to manage.

Thank you alot! I´ll test your suggestions!
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It's tough to play against dispelling wave if you rely on buffs. The opposite is true though too. I now have dispelling wave and my only opponent left is an all life wizard. So his huge advantage, the buffs, is not such an advantage anymore smile
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