Turn 85 - and this awaits me on the northern front...GG. [e digicons]:waaaa:[/e]
AlLanMandragoran
Try this thread: https://forums.elementalgame.com/433136 . At end of launch target put " -cheat"
Check out Heavenfall's Stormworld, in particular Rivermod. HF built it - they will come.
I heard somewhere SD is rewriting the entire game to not offend anyone. If even one person is offended, the entire project will be considered a failure and the entire SD crew will join the French Foreign Legion. Oh, internet trolling counts as well. I give SD a 50/50 chance of success.
Turn 80 - FP 41. Altar is now in the lead with 85, Tarth is bringing up the rear. Being outpaced by the faction AI, hemmed in by impenetrable mobs. Irane has 2 choices: blast a wall through the mountains to the west via lower land (not practical, have only 2 mana per turn income) or move north, settle that spot, and stick the best 9 man army in there and immediately upgrade the defenses. Nothing left to lose... need to expand or toast. Risk of that move north is dialogue with Magnar
Will do. However, everything I have right now is extremely weak. Sov is level 4, secondary hero is level 3, and just mid early game units (tanks with leather, and first tier bowmen).
Turn 79 - Game over, lol. There is a wall of death to the southwest. Lair upgraded to Great Wolf, and right behind that is Sean's pet spider named Giant Ravenous Harridan and all of his multi-legged friends. There is a settleable spot but might as well call in a nuclear strike. Jimminy Crickets, I think the fat lady has sung. Both directions from the capital are closed off - out of options. Anyone have vodka? It's time to get drunk and party in Hope. Maybe play the fiddle while T
Turn 70 - FP 39. Magnar in the lead with 76, Tarth bringing up the rear. Now have wardens watching the northern border. Rebuilding the final tank and bow units for primary army. Irane plans on leading a campaign down south to clear out some rabid wolves and the den they are spawning from. There is hope a settleable spot exists to the southwest otherwise Irane may rename the capital Hope to Despair. Up north exists the air shrill den, the roaming bandit horde, and Magnar... <a href="https://dl
Turn 60 - FP 30. Highest is Magnar with 63 and Tarth, unfortunately, is lowest. At this point Lady Irane is completely happy to lay low and not meet any of the AI fearing a massive dogpile. Furthermore, a game-ending stack of bandits is toying with Tarth's northern border. Do not yet have wardens to keep them at bay - must survive until then and explore south west for a possible 2nd settlement. Researching heroes to get wardens and nightwatches. Must also finish upgrading the outposts...
Turn 56. Sent 5 cheap spear units to arachnophobiaize that damn spider. Lost 3 but killed that bugger. Alas, the air shrills smell blood and are moving in... things are not looking good for the fledgling kingdom of Tarth.
Turn 50 - FP 32. Yithril highest with 51, Tarth is now the lowest. Turn 50 was absolutely devastating. Irane's entire army was wiped and obliterated by the rat quest - a corpse spider. A corpse spider on crack, weed, meth, steroids, an energy drink, and a pack of Marlboros (& 700+ hp). After clearing the mite lair with little trouble, and spending the last 10 turns training a tank and a few bow units, some little crackhead asked Lady Irane to clear some rats from a cellar. Joke's
Turn 40 - FP 24. Yithril highest at 44, Gilden lowest at 22. Borders are quiet with the occasional intrusion from air shrill stack or the roaming mites. Training first official tank unit to be followed by 2 bow units. Will wage war on the mite lair sometime before turn 50 and make the first official clear of a lair. No factions met yet, city is well defended with 4 city spearmen and 3 bowmen defenders plus army stack. Southern outpost is upgraded with an armory and fort which will help i
Not challenging or discounting anyone's input at all (devs need to hear your experiences and thoughts) but might recommend using a cheap moveable unit to kite dangerous mobs away from cities. I say this because in my original playthrough of Master's Affliction mod, I had good success in getting the mobs to chase after the units when they appeared to be moving towards my cities. I also used outposts heavily with warden upgrades to calm the borders. The combination seemed
Cool, I have not read the details in your thread but I did see them in unit design and read them there. [e digicons]:D[/e] Have designed a few. Can't wait to see what archers I can design... now need some meat shields to dance with these insane hp mobs...
Turn 30 - FP 21. Yithril highest with 29, lowest Resoln and Magnar at 16. Last 10 turns quiet as Tarth solidifies production and expands boundaries around Hope. Built a monument to grab another iron ore mine. Created one outpost to the south which has now overlapped the Mite's lair and is 3 tiles away from my city hub (preplanning for outpost buff overlap in case town is attacked and expanding line of sight). Preparing another settler to make an outpost to the north and do the same thing.
Sean and Werewindlfr - diggin' the new outpost upgrades fellas... awesome.
Turn 20 - FP 19. Yithril highest at 28 and lowest is Resoln and Gilden, both at 16. Pretty uneventful prior 10 turns. Hope is now a level 2 town. Built a Tower of Dominion, Logging Camp, and are now upgrading to a Lumber Mill. Roaming mobs near Hope and then move on. Have 4 city spearmen and 1 city archer defending plus sov, hero, and 3 spear units. Designed a tank unit, researching banditry to allow bows. Also allows building an archery range and hideout to increase the number of archery def
Turn 13 and these bandits are roaming the countryside. Have mercy...
Turn 10 - FP 11. Highest is Yithril at 18, lowest is Gilden at 10. Well, Lady Irane is downright scared. Decent starting spot with 4/3/2 and next to forest for logging camp. However, mountains to the west and ocean to the right. Expansion available to the north and south. Unfortunately, Air Shrill lair up north blocking next city expansion slot with 4 packs of roaming air shrills. To the south is a mite lair already sending out rabid packs of mini-devils. The roaming air shrills have over 600
Previous playthrough here: https://forums.elementalgame.com/435202 FE version 1.01 and Master's Affliction Mod version 1.01.015b Vanilla Tarth and Sovereign Medium random map, insane world, terrifying monster density, more often random events, all other default. Expert faction AI. Turn 1 save
Haven't had a chance to play enough yet to tell. Will advise. Should be able to get some time in this weekend.
Sean - maybe I missed it but can you please explain Air Dodge?
I've seen this happen when killing ogre lairs (maybe it happens when other lairs are cleared too?) One of the devs said this was by design. I've also seen this from creating outposts. Doesn't bother me really - I actually like the land gets better. Was a big fan of change terrain and transmute in MOM. [e digicons]:D[/e]
Agree, this would be cool.
Sean - any particular faction you are looking for some feedback on? Will start one up once your .15 update is out. I'm leaning towards Resoln but willing to play any of the vanilla sovs (excluding Karavox since I just played him).