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Re: Some ideas: raiding, seiging, spell AI and mor
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Re: Some ideas: raiding, seiging, spell AI and mor
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One question though : Doesn't the Iron dragon than trample around and so a lot of devils ignore him and march further to your mages etc. ? |
Re: Some ideas: raiding, seiging, spell AI and mor
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Re: Some ideas: raiding, seiging, spell AI and mor
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Re: Some ideas: raiding, seiging, spell AI and mor
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Re: Some ideas: raiding, seiging, spell AI and mor
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Re: Some ideas: raiding, seiging, spell AI and mor
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Ice devils are nice but if you have them unequipped they are not invincible . Abysia can't clamhoard before they research water bracelet . Your pretender could clamhoard but normally he has more important tasks like conquering provinces earlygame . So with water bracelet and either spectres or lucky Warlocks you can clamhoard finally . But getting the astral items early for your Ice devils if you don't trade isn't so easy . Boots of flying + an Air resistence item can be if you have no luck with your Warlock random take a while too . Simliar with Mictlan they lack Earth + Air magic too on their mages . Earlygame Caelum or Vanheim can be pretty hard opponents against your devils and they may have 1-2 Airqueen SCs then too when you have e.g. 100 devils + 3-4 ice devils / arch devils . Caelum can screw your blood hunting earlygame by false horror raiding strat , Vanheim can do similiar with this + stealthy Vans . Bloodhunting costs you a lot because you have to use mages for this + get normally no income from the bloodhunted provinces . So you have less research than other nations + less gold income . A staff of storms is very common . Basically every better air nation could give you a lot of trouble if they want to wipe you out early . The resources you invest in Soul Contract hoarding pay off but it maybe too late . How do you defend as Abysia/Mictlan when you hord against Vanheim/Caelum/Pythium ? Finally with the blood nations you can have just plain bad luck and neighbor ermor on the one side + have poor provinces on the other side limiting your bloodhunt abilities more than normal . It all depends , if you survive the early-midgame your hoarding pays off but often you won't survive early-midgame . So you will perhaps win half of your games or 1/3 with hoarding but lose the rest . Abysia is very good at hoarding Bloodstones + Soul contracts while Mictlan is good at hoarding Soul contracts + Clams while e.g. Pythium is damn good at site searching + Clamhoarding . Normally the different ways to hoard pay off all similiar and the nations who suck at horde are very good early-midgame then instead so they can very often compensate this by territory . You have a lot of good points though . What makes the Devil so special are his stats + abilities . 18 attack + 16 def make most ( or all ? ) national troops useless . 18 attack + 16 def is almost as good as a banelord early game SC or similiar . The devil almost forces your opponent to get staffs of storm + use air magic to counter you . If he can't do this he has probably problems . But about 1/3 of the nations can do this with little or no effort . Another 1/3 has other not too bad means like banefire ( Ctis desert tombs ) or watermagic . Bladewind and magma eruption etc. should not be tooo bad against devils too . You are probably more mobile though so you can pick your battles easier . There are too many different factors to think of that you can say if devils are imbalanced or not . They are probably costwise the best summon but there has always to be 1 best thing in each area . But earlygame you use your resources setting up your hoarding factory . So you are very vulnerable there . Midgame airnations can still give you a good fight and lategame everyone else has other strong measures against you in fields where he is good at . |
Re: Some ideas: raiding, seiging, spell AI and mor
To me the preferred solution would be making sneaking units targetable by overland spells. While hoarding would still be quite possible, useful, and smart to do, an enemy with good and detailed intelligence could attempt to take out your production base.
I would also very much like to see an overland spell capable of castle destruction, which would open up some very interesting tactical opportunities IMO. If you made it so that the chances of success were predicated on the number of earth gems put into it against the defense rating of the castle it would also encourage people to use the high defense castles alot more. |
Re: Some ideas: raiding, seiging, spell AI and mor
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Re: Some ideas: raiding, seiging, spell AI and mor
Crumble hasn't been very effective in my experience... I was refering to a spell that would physically remove the castle, thereby removing the speedbump effect, which crumble does not do.
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