Azunai_

Azunai_

Joined Member # 4419615
15 Posts 566 Replies 11,540 Reputation

the tarth, gilden and yithril are pretty close to your standard tolkien/D&D wood elves, dwarves and orcs. pariden might also be consideres high elves or something and resoln share some characteristics with dark elves/drows. they don't have the standard looks, but their traits aren't all that different from what you'd expect of high fantasy races.

30 Replies 111,787 Views

have to agree with the majority here - archers are useful, but far from overpowered. an army of archers combined with something less squishy (maces or swords with def traits) can be pretty good, but without a solid frontline that keeps hostile melee units away they won't stand long against melee units. if you outnumber or outclass the enemy, they can win battles with little effort, but the same can be said for every other weapon type. they generally won't stand a chance agains

16 Replies 18,667 Views

Apparently, the price AI demands for horses (and probably also wargs) hasn't changed since at least patch 0.50. that would be ok, except for the fact that back then a stable produced 1 horse per turn and IIRC there was also an upgrade to the stable (ranch?) that increased the rate even further. This was changed during beta to make foot soldiers a bit more common (as it should be). the probelm is, people can still rely on mounted stacks to a large degree, since the AI will still sell you a

4 Replies 5,347 Views

pure hero armies only work with gimmick strategies, in my experience. you generally need some troops to support them otherwise. i don't understand the comment that heroes are crap early game, tbh. in my experience, early game is where they are most useful. their power comes from found items and level ups, so it's independent of your faction's tech progression and economy. heroes can be very powerful long before your trained troops are even semi decent. once your civ catche

17 Replies 72,149 Views

[quote who="Stalker0" reply="9" id="3376980"] Quoting parrottmath, reply 7 Might be nice if impale ability ignores 33% more armor. That would make it more useful and fits in the theme of the attack. Technically impale (and the axe's cleave) should negate a bit more armor than normal. The reason is a normal 10x3 impale attack turns into a single 30 attack....which should penetrate armor easier. That said, i ha

49 Replies 137,503 Views

it's pretty hard to come up with a single, meaningful rating number in a game with so many different stats. there's no way the game could tell you if your troops are likely to win. the threat levels are really just a general category, nothing more. so a new player who doesn't know the game at all gets the general idea that a bunch of wildlings isn't as dangerous as a crag spawn, or that a sand golem is less dangerous than an obisidan golem etc.

8 Replies 18,780 Views

a rather crude solution would be to automatically set pioneer to the start of the queue (similar to how the continuous projects like "produce wealth" automatically sit at the end of the queue). that's not perfect, since the player may have valid reasons to queue the pioneer after certain other buildings. or maybe only allow one pioneer in the queue, so you could still exploit it a bit, but not to the extent it's currently possible alternate solutions would be to

30 Replies 69,108 Views

that's an interesting find. so with the current state of that ability, you're better off using it on squishy damage dealing units with low auto-defense and you should actually avoid using it on "tank" units with defensive trait & shield, since it may even reduce their defense (if the defender champ has rather low base defense, i.e. only wearing leather armor or something). i doubt it's really working as intended. imo, it should do what the description says - put the un

3 Replies 3,601 Views

wildling shamans usually spawn in the mid-late game, not early on. if you don't clear the wiildling lairs in the neighborhood, they'll eventually upgrade to the point where they are guarded by shamans (and also send out armies with shamans). you can usually kill the lairs in your domain before they upgrade. killing stuff that is outside of your territory isn't really mandatory. when you send out armies to grind some XP in the wilder parts of the continent they'll probably have

23 Replies 125,204 Views

not sure if i understand you guys correctly, but multiple figure units actually lose attack streangth when individual figures die ?! a base speaman has 5 x 3 attack when at full health (let's say a fresh spearman unit with 8 x 3 HP) after taking 8 damage, one of the guys is dead, so the unit now only deals 5 x 2 damage instead of 5 x 3. isn't that exactly the mechanic the OP asked for? if not - what's the difference between what i described (i.e. how the game

12 Replies 10,151 Views

i wonder how the dodge vs. accuracy calculation actually works. i mean, once you hit the end of the warfare tree, you (or the AI, especially high level AI) can go for the repeatable +10% accuracy boost to get (almost) unlimited accuracy. not sure how the interaction between accuracy and dodge works, though. i guess 100% dodge is great vs. everything else, but if the other side has hundreds of accuracy points, they might actually ignore your dodge.

48 Replies 131,042 Views

it's just a matter of patience. with enough mana this should be possible, unless there's a hard cap for initiative in the game. celerity (air 5) costs 200 mana for a permanent +1 boost, so assuming 20 base init any maybe 5-10 from items, you'd need something like 14.000-16.000 mana. you could run the game in cheat mode to get the required mana without actually wasting several hours of real time to farm it legitimately (for testing purposes)

19 Replies 18,681 Views

yeah it's true, you can also use the blunt weapons (and technically, also crossbows) for tank units, but they suck at it because they are slower than the offense units, so the defending army can deal significant damage to your soft targets before your tanks can move into position, and they can also hurt your tanks before they go into defense stance. two handed weapons don't make sense for tank units, since a large chunk of the tank's defense comes from the "+defense while defendin

25 Replies 23,962 Views

yeah i guess he should have an trait. he has the "weak" weakness, so he should probably even have 2 extra traits. he only has path of the mage, water I and fire I, though and nothing else. maybe he was supposed to have fire II and water II ?

3 Replies 6,632 Views

trained staff units seem excessively powerful (ignore defense). should be more expensive imo (more crystal & higher production cost) and/or might consume some mana per shot (it's magic damage after all) to bring them in line with other unit types.

42 Replies 19,402 Views

my first champ usually becomes a defender and joins the army of my sov. doesn't take long to get him to level 4-5 at which point he's quite solid. later on i may split them up. my armies often end up with 2 champs, since i find them more useful than another trained unit and i don't really care about the XP penalty (it's not as bad as it may seem - two champs sharing their XP are about 75% of the level of a single champ without split).

11 Replies 11,264 Views

[quote who="atlatea" reply="19" id="3373580"] Plus Crushing blow increase your chance to bash. I don't mind if sword have active ability. Quoting Azunai_, reply 16that's wrong. only the units of the defending army start in defensive stance. the attacking army doesn't. i.e. if you attack with slow units and the enemy get the first move, your units are defenseless (attack wolves or stalkers with a militia army - bad idea) for this reason

25 Replies 23,962 Views

[quote who="atlatea" reply="13" id="3373337"] ... because each combat units now start in defend mode in LH ... [/quote] that's wrong. only the units of the defending army start in defensive stance. the attacking army doesn't. i.e. if you attack with slow units and the enemy get the first move, your units are defenseless (attack wolves or stalkers with a militia army - bad idea) for this reason, swordsmen are a lot

25 Replies 23,962 Views

nature's cloak and some earth shards should do the trick vs. mages. abjuration buffs and resistance cloaks also help. doesn't change the fact that essence fortresses are OP. people wouldn't complain so much that the game is too easy if that crutch was removed from the game, imo. in the beta, people steamrolled the AI with charge+cleave/impale cavalry. that was nerfed in several ways. now people have adopted a new crutch the AI can't deal with and are once again steamrolling th

25 Replies 23,962 Views

i actually stopped using essence fortresses a long time ago, precisely for the reasons stated by others - it doesn't matter what troops you build, the essence buffs alone make them so much more powerful that the game is basically over once your fortress is ready to pump out troops. crushing blow isn't the main problem. it deals about 2-3 times the normal damage on average and you lose the next turn for it. impale and cleave aren't worse imo - they also deal about 2-3 times

25 Replies 23,962 Views

[quote who="atlatea" reply="10" id="3373126"] Which make it a more useful bonus for units than champion. Because the +1 damage bonus for unit will still be multiplied by number of member of the unit.[/quote] that depends a lot on the defense value of the target and the attack value of the attacker. a low attack multi figure unit won't get that much out of swarm vs. a high defense target, even if the boost counts per figure. the unit count has no influence on the attack vs. d

19 Replies 18,681 Views

ironman modes typically remove the "save" from the menu and replace it with a "save & exit". they usually also overwrite the single save automatically (for example after every action you take), so if the game crashes, you can restart close to the point where it crashed.

6 Replies 6,679 Views

the mages would be less problematic if heart of fire and aura of grace weren't in the game. i think those two buffs are the bigger game breakers. i mean, seriously, units from a 3 essence fort easily outperform basic units with gear that is one tier higher. also, i think it wouldn't break the game if those mage units actually used mana to throw their fire/frost bolts. maybe 1 mana per shot for each figure in the unit. they would still be superior, but no longer shoot mag

21 Replies 34,321 Views

hm yeah i guess it would be a nice little additon and probably not super hard to implement. i think i'd use it if it were available.

6 Replies 6,679 Views

don't know. i think it's only available through scrolls and some monsters have it (master quest endboss, dark wizards, maybe some others?) can you buy that scroll from the scroll scribe (level 3 conclave upgrade)? if so- i guess it depends on the price. maybe just make it more expensive. if it's drop/monster only i think it's all right. on monsters, you wipe 1-2 times until you realize how dangerous it is, then you start focus firing the dark wizard and/or counte

9 Replies 8,515 Views