Kalin

Kalin

Joined Member # 2423659
0 Posts 53 Replies 10,700 Reputation

The randomness of starting positions is an issue, most people will agree with this, however there are ways to address the issues that you're having problems with. For example, you can turn down the world difficulty, and turn down monster density to sparse... that would make the world a lot less threatening, and you'll have more of an empire building game. Or you can do the opposite turning the world difficulty up and dense monsters for more of an RPG game. If you already know

29 Replies 40,707 Views

[quote who="Tuidjy" reply="17" id="3266050"] How many of them work against Juggernauts designed by the player? The magical items and traits make a huge difference.[/quote] Oh definitely, the design and trait synergy makes them very powerful, however, my kiting impulsive archers still take out my own juggernauts without too much trouble. Of course I also hunt wild land bosses with the same army, so it's really no comparison. The army composition and tactics is just somet

74 Replies 249,716 Views

Juggernauts by the player? Completely. There are just too much that you can abuse. Juggernauts by the AI? Really not too bad, they just don't know how to employ them to best effect. There are many tactics to overcome them. IMO, they do need a slight nerf, but I really think the AI needs some help on using some of the special units. Although to be fair, it's still WAAAAY better than Golems or Henchmens. The AI is completely hopeless with th

74 Replies 249,716 Views

You might not be able to normally, but you can fairly easily if you put in some time to make/edit the stamps and map types. However to say that there are only 3 type of maps? (stamps?) isn't right at all. Even among the "generic" tiles, if you look through them, you'll see many different combinations. Some with mountains, some don't, some with chasm, some don't, some only has fertile forests, etc... there are actually many different types. To generate Alaska or Hell, y

28 Replies 34,587 Views

The problem with this is that it severely affects the AI's ability to fight one another, plus, it's just way too easy to choke the AI with an outpost. Think about it, pioneer spam with stealth, choke them... and then proceed to take the map for yourself (never mind Arcane Monolith >.>). If this is implemented, the AI's aggressiveness to their neighbors would have to be increased many folds... because if they can't just walk through your territory, they'll have to tak

16 Replies 20,352 Views

It's not really voodoo or mysterious... their map generator basically just fits together a bunch of "stamps", and then fill the cracks with water/plains. The type of maps dictate the type of stamps it uses to do that. All of the map types has "mountain" stamps. In order to get less mountains you want MORE of the other stamp types. There's actually 3 options for this: Swampy, Desert, or Broken. However, while Broken is not mountain, it still divide up the land, which isn't what you

28 Replies 34,587 Views

AI ganging up on weaker players seems like the right conclusion from my experience as well. People are just too focused on themselves to realize it. But the last 2 doesn't seem quite right. I will often out research the AI without much trouble on challenging (without inspiration - and I usually only build 1 conclave if any at all)... so I don't think they are getting any bonuses there. I wonder if it's possible that they are demanding techs from the other factions to keep

195 Replies 498,156 Views

1. I don't think a popup is a good way to handle this, maybe generate a news event (on the right) when a city is asleep instead. This way, you can ignore the news if you don't care... Otherwise, if you turn this on, you'll be bombarded with popups when you have multiple sleeping towns. But what I would REALLY like for sleeping cities, is a toggle on the city to have the sleeping city not interfere with automatic turns. Basically, right now if a city is asleep but doesn't gener

48 Replies 38,078 Views

It looks to me from the graph that Altar got a great start and jumped out in front very quickly. The game has a built in steam roller that soon turns this into the situation that you saw in person. Veteran players counter this instinctively by smacking down the top score players first (because if you don't, they will bring it to you). This is a necessity because the game doesn't really have any real limitation on expansion. More is simply better. The dog piling

31 Replies 36,280 Views

[quote who="Bellack" reply="52" id="3264837"] What? What is the point in playing a game if the AI is to easy? Of coarse you can and should judge a SINGLE PLAYER GAME (HELLO!!!!!!!!!) on how you easily roll the AI on the hard settings. And to wait until you play the other faction and design better units for them in order for that faction to be more of a challange later is kinda of riduculous. And I too perfer a game where I start out in a bad spot over starting

76 Replies 85,364 Views

The problem with stealing designs from other factions is 2 folds: 1. Blood traits, some are just very good (different), and can alter the design by quite a bit (trogs)... 2. Unique Equipments... should be self explanatory. Better bows, axes, swords, no armor, etc... Community unit packs is a good idea. I do support this, but do keep in mind that the AI WILL roll people left and right with those design. If people are having a hard time with the game as it

10 Replies 25,675 Views

Please don't judge the game on your ability to roll an AI... you're suppose to be able to (they want a certain viability to rushing if you like that kind of play style). Different AIs play differently, some focus more on building, and is vulnerable to rushes, some pumps troops and roll others... so beating one or two really doesn't mean much... especially on challenging. A smart player using some (rather obvious) tricks will easily destroy the AI on that difficulty. Just a single

76 Replies 85,364 Views

[quote who="Tuidjy" reply="2" id="3264294"]If you are limited by swamps, drain them with "Raise Land". If you are limited by mountains, get rid of them with "Lower Land" Gilden usually has Earth magic coming out their ears. If your custom sovereign does not have it, look for a hero that does, or go make friends with Procipinee, buy a spellbok for a low level hero, and level him up. Be careful, while you can raise the bottom of ocean tiles, the beaches thus pr

8 Replies 17,772 Views

The reason for archers over staves is because I spend most of my crystal on accessories (and mage robe). There's just not enough crystal to use accessories and a bunch of staves. The other thing about staves is they are affected by resists. If you fight a fire elemental your fire staves are useless, and the same for ice. If you're building one army to destroy everything, you don't want half your army being useless against certain enemies.

47 Replies 37,464 Views

The reason for spears: 1. Safe and can never be countered. This allows them to charge in and attack almost anything without worry (only need to worry about fire aura). 2. Armor penetration. The AI tend to think armor is the best thing in the world (there isn't a sustained effort on dodge), and spears negates this big time. If you play against AI with bonuses, you need the armor penetration or you'll be clinking all the time. I don't even bother with Lightning Pikes

47 Replies 37,464 Views