Alright. I have officially won my first game at Master's Affliction. I am going to officially have to graduate myself and make the game harder - Harder/Harder/Unmoderate is too easy. Thoughts... Played Tarth. What won me the game, more than anything else, was Explosive Shot/Spread Shot from Path of the Archer. Between that, and by the end of the game a lvl 20 Irane, I probably could have steamrolled everything.
Salurian
Playing through Tarth as well. Think it was Harder World, Harder AI, Unmoderate? (medium) monsters. I've gotten my Sovereign (normal Tarth - Irane?) up to 12 now. She's riding around with a posse of Longbow mounted archers and dragoons (masterwork chainmail mounted spearmen). A good amount of the time I can simply autobattle, but for a tough nut I go into tactical... She's deadly . She's mounted on a Mire Skath (from a que
Having played with similar settings to yours, basically I went with the same strategy - build up big defenses, build up a large unit with a single pioneer, and hope like hell you make it to the settling spot. Strategic (heh) use of the Raise/Lower Land spell actually can help quite a bit, since it lets you create a path where otherwise you might be stuck either not being able to make it through at all, or have to take 1/2 speed. Get the second city, rinse and repeat. It'
Might be because I had yet to update Fallen Enchantress to 1.01 (which is now done).
oO. Something screwy with the power rating system here... it's season 60, and one of the factions (playing Tarth, and apparently the other faction is ALSO playing Tarth) has a power rating of 2371, when everyone else is 150 or less. Also, Magnar for some reason decided to wander around, not founding any cities until he died an ignomious death to monsters and got taken out of the game really early.
Pretty far through on a Resoln summoner playthrough. Binding - so long as you are active in seeking out shards (which you probably are) - by itself is enough to tide you over til mid game at the least.
Ahh, that makes sense then. Was getting used to having to fight my way through to lairs early, can't really do that now.
Worked for me fine. Noticing a lot less small-time mobs and a lot more large mobs I'm having to avoid in .10... not all that far in, so will continue for now.
[quote who="seanw3" reply="435" id="3266351"]Yes. This is because there are some hero lairs that don't have a hero connected to them. I am not sure why they exist. I may cut them out and risk a causing a crash at some point. Or I could just add a hero to them.[/quote] Mentioned it earlier. Look forward to testing out the new version.
Hmmm... I'm getting odd errors where I'm seeing camps of heroes with the monsters in them (with the symbol for hero above them), but no hero. If I try to get the hero, there's no negotiate - just the monsters to fight.
Bahaha. This is fun. Since I can't make a custom champion without crashing, I'm running with Procipinee/Pariden. I started off next to a Syndicate base, which I decided to farm... which worked for a little bit, but then rapidly went horribly wrong. Now I have 3k HP Syndicate stacks just south of my base... which I'm pushing back without using a single unit. Arcane Monolith -> Warden immediately, they go '... oh alright, we'll move'.&nbs
Hmm... trying to load .7b, but it's not working. If I make a custom hero (specifically Gilden Warlord? one with the sweep ability, with a bunch of defensive traits) and try to save, it crashes. It then crashes whenever I try to load a new game. If I delete that hero, then it loads right back up.
Huh. That was weird. Running the .6 version with an Pariden Archmage now. Got a really good starting spot for a magic build. Went to do that rat quest (which was medium difficulty). I went there, and my sovereign immediately died... but I got the quest (and the rat). The champion with him did -not- die, and instead returned to the capital with him - sov is healing up, champion is sitting around waiting for him to do so before I move out again. Also,
Might try Chuck Norris later tonight for the heck of it.
I don't know, Insane world/Dense monsters/Expert AI is just about right for me. I prefer feeling like the underdog over having a straight up fight with this sort of game, and this mod delivers that pretty well.
Maybe make some additional usable magic items available through purchase in shops through the magic tree? Usable health potions (with a bigger heal)? A really expensive one that heals champion injuries late game? that sort of thing. Was busy all night, so haven't progressed further in my game yet. Will be curious to see how you beefed up those early spawns when I do start a new game.
Mmm... yes and no. There is a Wildlands nearby, but it's been very, very quiet. I saw it was there, and I haven't put a single unit aaaaanywhere near it. All the cities even close to it have Nightwatches as well. I think it's the Fire Elemental one. I've thought about trying to push into it, but frankly it be a scary place. Not going in there til I have some very good fire resist/ice attack units.
I am now on turn 151, with 6 cities now. Yithril in the lead at 367, Pariden at 306, Magnar at 160, Tarth at 150, little old me at 137, Altar at 127, and poor Gilden at 70. Kraxis, as I noted before, is destroyed. Leader is at lvl 10, close to 11 now, and is currently guarding that new settlement. I started in the NE corner, south of there is too dangerous (though production is ramping up now), so I'm going to the north part of the
Sheesh. On one hand, Burning Wraiths are definitely useful for clearing out Troll camps, but those suckers are tough to get rid of. I had close to 1000 mana, spent it all fighting my way through some 5 spawns of trolls/troll warriors before I could finally take out the camp. In other news, Pariden has destroyed Kraxis. Tarth is actually well behind me in score. Magnar is currently buffering between me and Pariden, and seems to be holding up thus
Archsummoner, so long as the Warg doesn't go down, just eats those early spawns. If I take Path of the Cleric, any time I need to heal the warg, I go into a tactical battle, heal it, then autoresolve. That said, anything bigger than those early spawns I have to avoid until I can start summoning elementals, or get some stuff from Binding. Currently my Archsummoner is running around with an Earth Elemental, a Shadow Warg, and two Burning Wraiths (one Young). That gro
Archsummoner makes the early mites and syndicates really easy to take down - you only need your sovereign and your shadow warg. Killing those Syndicates will likely eventually get you Letters of Mark, so you end up filling up the rest of your force with lvl 9 mercs. I keep restarting early game to try out different strategies - so far I've actually started farming those early syndicate/mite spawns for XP, going in, clearing most of the units out, then letting them res
If I'm seeing things right, near as I can tell once the Nightswatch is up the only way that monsters will attack it is if they happen to path onto it through their normal wandering movement. They don't actively try to attack it, it just happens to be in the way. Think I'm going to mess around a bit more early game to try to get a better feel for things.
Ironically, I chose the name Salurian years ago before I ever even heard of Silurians. With regards to the Nightswatch, I did spend a lot to rush that - but then again, I'm playing Kraxis with that extra 1000g at the start (is there anyway to get Fortify back anywhere? That's the main reason I loved playing as Kraxis, great defense skill). That said... the golems have come back, and are wandering around my city making me very nerv---- ...</
Running through game currently as a Kraxis Archsummoner. Took Path of the Mage. Running on the same world game settings as AlLanMandragoran (nice WoT ref, incidentally), using your custom map. Thoughts so far... actually not been having too much trouble. That Shadow Warg is pretty beastly, and if it dies (which happens every so often, though I did lvl that first one to 6 before it finally bit it in a fairly epic battle) I just simply summon another one