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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted October 24, 2007 08:53 PM |
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In 2.1 hard it used to make initiative arties for all or at least most of its units.
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skullman
Famous Hero
banned
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posted October 24, 2007 11:00 PM |
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Elvin you'r so smart. Do you know if there is ever going too be a 2,2 patch for Hammers of Fate
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted October 24, 2007 11:09 PM |
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That's a suspicious compliment :P
Yes but no clue when. I remember reading somewhere on ubi forum that the tribes patch will come first.
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Nirual
Famous Hero
Imbued Ballista
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posted October 24, 2007 11:24 PM |
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I recall the AI using haste miniarties in TotE aswell. Could wish for more variety there, but it's better than nothing.
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In ur base killing ur doods... and raising them as undeads.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted October 24, 2007 11:32 PM |
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Speaking about mini arties I had tried the battle with Rolf with and without them. Let me tell you they make a world of difference.
Also I was surprised that rune of spellstealing got vampirism from my rakshasas and he could puppet them again.
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Nirual
Famous Hero
Imbued Ballista
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posted October 25, 2007 12:05 AM |
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Quote: Speaking about mini arties I had tried the battle with Rolf with and without them. Let me tell you they make a world of difference.
Also I was surprised that rune of spellstealing got vampirism from my rakshasas and he could puppet them again.
No wonder with Zehirs Knowledge I think I was somewhere near the cap.
And ouch for stellstealing vampirism. Sometimes the AI is pretty clever. After all, I learned the vampirism-counter-PM trick from the AI... would be better if the AI was smart enough to use those tricks more often.
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In ur base killing ur doods... and raising them as undeads.
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Nemira
Adventuring Hero
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posted October 26, 2007 05:18 PM |
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Would you mind to elaborate more about this vampirism - PM - counter thingie?
As example if you have expert light magic, can you cleanse frenzy / PM / blind? since they are lvl 4-5 spells.
Ty!
-Nemira
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Maurice
Hero of Order
Part of the furniture
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posted October 26, 2007 07:04 PM |
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Quote: Would you mind to elaborate more about this vampirism - PM - counter thingie?
As example if you have expert light magic, can you cleanse frenzy / PM / blind? since they are lvl 4-5 spells.
Ty!
-Nemira
PM only works on living creatures, as it messes with their minds. Vampirism makes the stack effectively Undead, thereby making them immune to PM.
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Nemira
Adventuring Hero
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posted October 29, 2007 05:59 PM |
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That's very interesting. Suppose vampirism can only be cast on living creatures corect?
And, what do you do with Fortress vs Inferno? I played a game on Ability map, on month 2 we meet and... I got obliterrated. He attacked with his units, gated as well *had very good morale and luck* and by the time my units got a turn they where decimated, I diden't had ressurection spell, but had rune of ressurection... yet the game was decided in his first attack despite we had similar numbers of tier creatures...
-Nemi
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Minion
Legendary Hero
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posted October 29, 2007 06:15 PM |
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Vampirism can be cast on anyone - the becoming undead is just a side effect of the spell, so to speak. And I think that Fortress vs. Inferno discussion shouldn't be on Playing Academy faction thread
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pinkspear
Known Hero
Crazy like a fool
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posted October 29, 2007 08:50 PM |
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@Nemira: Frenzy can't be cleansed!
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Nemira
Adventuring Hero
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posted October 30, 2007 09:38 AM |
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Ok this is way too much! I played Battlezone map, I was red player and computer was blue. I played first as haven, and computer was fortress. All good, development, skills - played with Irina, I had attack, defence, light magic, luck, leadership. Month 2 we meet, I had some archangels, lots of paladins, etc. He had some magmas, some thanes, and more of others. He obliterated me, was nothing I could do but watch him slaughter my army. I had 5 morale and 4 luck when we started fight. I suppose he had the staff that reduces initiative, as 80% of his troops moved before my Imp. griffs could do a thing, and I had the 10% ini ring... when I checked their stats, my griffs ini was lowered to 10!!!! So, what did he do? He blocked my pallies, did some severe damage, then his hero casts what? Mass Haste.... so they go again! Rune of Battle Rage (?) - Berserk etc...
So I say fine, I'll get academy and kick his butts for good. I go for MMR, worked extremly well, I got all 4 magic schools to expert and some of the nice perks, had lots of titans and rest of troops with artis etc. And we meet again sometime during week 3 month 2, this time I breaked the titans guardians 1st. He wiped me again! Same his troops got to act before mines, then mass haste and same old thing....
Is this map imbalanced? Only blue player has access to staff of netherworld (?) and other ini reduction thingies?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted October 30, 2007 12:13 PM |
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MMR on week 3 month 2..? MMR means multi-magic rush so you missed the R part which is before week 4. Besides 4 schools is not that helpful, you go for the maximum efficiency you can get in a short time. 2-3 schools maximun works pretty fine.
Also do not forget buying artifacts from town and using artificer.
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Minion
Legendary Hero
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posted October 30, 2007 12:33 PM |
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Edited by Minion at 12:34, 30 Oct 2007.
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Yeah, Elvin is right. But I would like to add that to make MMR work you need to know the spells inside out and learn to creep with them non-stop. That requires experience and practice. So it is not that an easy strategy but very efficient if you can pull it through.
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kermit
Known Hero
Soul hunter
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posted October 30, 2007 12:34 PM |
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There are only two items reducing initiative, the staff of the netherworld that reduces your oponents initiative by 20% and the ogre club that reduces your won initiative by 5%. Your griffins should have 12 ini or maybe 11 with ogre club..., if you were wearing the ring of celerity that gives 10% ini bonus you should've had even higher values than that.
Ofcourse if your oponent had the ring of speed too and maybe a couple dragon set artifacts that give ini bonus to certain troop types he might have an edge on initiative. But it's still AI... try casting mass haste yourself and place your troops so that your palas won't get blocked (maybe split them if you have room).
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Nemira
Adventuring Hero
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posted October 30, 2007 07:04 PM |
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Quote: MMR on week 3 month 2..? MMR means multi-magic rush so you missed the R part which is before week 4. Besides 4 schools is not that helpful, you go for the maximum efficiency you can get in a short time. 2-3 schools maximun works pretty fine.
Also do not forget buying artifacts from town and using artificer.
My games always take long, I can't help it but to explore every piece of map in my teritory and snatch all stuff / get a reasonable amount of troops to gain confidence before I decide to break free
And was a new map, I played it for 2nd time without knowing where enemy position is as I never breaked into it's teritory! Am afraid to leave to far from my castles unles I get teleport town to be able to return fast :>
Am still experiencing things about I read here, maybe I understand some of them wrong, or don't utilise my spells / army at full, but am trying
Still was an "Uffff?" when I whitnessed the fortress forces abusing their runes and crushing my army like they where nothing :>
-Nemi
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sdfx
Famous Hero
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posted October 30, 2007 10:59 PM |
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Quote: My games always take long, I can't help it but to explore every piece of map in my teritory and snatch all stuff / get a reasonable amount of troops to gain confidence before I decide to break free
And you should explore but not with 1 hero only. Wizards AKA masters of imba can become really strong really fast. A few cheasts/fights, lvl 3-6, exp summoning and a wizard can cast a phoenix/fire trap/mass slow/arma/.. Anyway, that means a low level wizard + fodder can can creep almost anything. Why anything? Cuz, maps can't have too strong creeps because might heroes would be too weak. So, if aiming at late game it's best to have several wizards that creep(for example new golems + destructive) - it won't be a waste because artificer is not really cheap
Quote: Am afraid to leave to far from my castles unles I get teleport town to be able to return fast :>
Well, the most important skill in this game is knowing when to strike/avoid fight. I applies both to creeps and enemy heroes. Generally, a "more magic" castle should rush a "less magic" castle.
Quote: Am still experiencing things about I read here, maybe I understand some of them wrong, or don't utilise my spells / army at full, but am trying Still was an "Uffff?" when I whitnessed the fortress forces abusing their runes and crushing my army like they where nothing :>
Later, a hero with light(mass spells), might skills and might stats dominates. The best thing to do with academy late is to artificer troops(+initiative is most crucial) as much as possible, mentor a knight(or other might hero) and give him the artificered army.
Also, losing vs late game fortress is nothing strange - runes are pretty much imba. Not to mention those defensive and offensive formations..
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Nemira
Adventuring Hero
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posted October 30, 2007 11:25 PM |
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Thanks for your reply But is 2 months game time considered late game? I tought late game is from month 3 onward when you have fully developed castle and get a hang on some decent numbers of troops, upgrade them etc!
Meh is not that, with haven I was packing quite a punch, but I never was able to charge! I skipped tactics *maybe a very bad move on my side* to complete the perks for light magic and geting double magic resist from luck and defense. Tho you might be right, even if I would have striked 1st, he used both rune of reinc and ressurection spell so as example I turned to dust his stack of zerkers, but next turn they got all up.... I think the rune usage + instant action of same unit is what is a bit over the top. Yet the wonderfull part of that fight was that I managed to taste marks full power shooting his entire stack of 17 magma dragons from 2 tiles range with luck
Anyway, I got my hands on TotE now \o/ and am exploring the new units and changes :> Which on one hand puzzles me as despite some of the alternatives seems logical for different situations, others are just.... As example, the warlord vanished, and we have the fire and the thunder version for fortress. Why to pick the fire one? The storm strike ability seems much better to me since it gives the unit the posibility to deal massive dmg to X units depending on runes activated as well.
-Nemi
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted October 30, 2007 11:41 PM |
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That would be better initiative and chance for flamestrike The fire ones work just as good from what I've seen.
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Map also hosted on Moddb
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Nemira
Adventuring Hero
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posted October 31, 2007 04:09 AM |
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Yay! Played again haven on battlezone map, and my oponent was haven as well. Long story short, I kicked him really hard! \o/
Was lucky to find uni bow at artifact merchant, so I went with marks, so in final battle when he sent his paladins and archangels toward my troops, they got 1 shoted
Elvin tell me more about playing dwarves pls pls!
I like them too a lot, but sometimes I have a very hard time in deciding what to build, when to upgrade, what I can kill in earlier weeks and what not, often resulting in big losess of troops etc
-Nemi
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