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Re: Some ideas: raiding, seiging, spell AI and mor
Crumble is damn good!!!
It damages even the troops inside the castle, and I saw a Tartarian get killed by crumble! (well it disappeared, and there was in only a crumble in that province). |
Re: Some ideas: raiding, seiging, spell AI and mor
It seems to me that almost every time im using crumble, im doing so because there's a large number of defenders inside the castle keeping me from beating down the walls. When this is the case all that seems to happen is that crumble beats down the walls but then the defender vs besieger check happens afterwards and I get the message saying the defenders are repairing the wall faster than I can beat it down and I dont actually get a chance to storm the castle. While some damage is implied in the spell description I have never seen any statistics on it, or any noticable damage when I cast it.
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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
I should have been more specific, I meant the spell description implies damage is done to the units inside the castle, but I have never seen evidence of it. I am aware of the damage the spell does to the castle, but if the units inside the castle can repair better than your troops outside it becomes moot how much damage you do as the game first applies the crumble damage and then does the besieger/defender check. While it does have uses now, obviously, it would become alot more useful if it either 1) fully destroyed the castle, requiring a new one to be built, or 2) applied the damage AFTER the defender/besieger check so that if the walls were completely crumbled you would then be able to storm the castle. This is only personal preference on my part.
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Re: Some ideas: raiding, seiging, spell AI and mor
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Unless I specifically take a pretender who starts with blood (hello, vampire queen), I think blood 0 (high path cost) or 1-3 (low path cost) is quite enough to start with. The points freed up thus can be used for something else entirely, such as a nicer SC chassis, somebody with good magic skills in the lacking national areas (perhaps even a minor bless effect or two for your sacred troops), or better scales (perhaps allowing more bloodhunting without hurting income) - and blood empowerment will still see you reach blood 5 reasonably early at the same cost as 1-3 contracts. It does mean that the devil factory will start a few rounds later, but in my mind it makes for a stronger nation in the long run. http://forum.shrapnelgames.com/images/smilies/happy.gif ...if you invested the points freed up by not going blood 5 from the start wisely, that is. If you have a good national blood commander, you can even consider empowering one of those early on for medim-high blood skill leaving your pretender free for other tasks. |
Re: Some ideas: raiding, seiging, spell AI and mor
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Or you research Blood 5/6 first , use your blood for the uniques and then rush to construction 6 http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Some ideas: raiding, seiging, spell AI and mor
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Nothing in the empowering process prevents you from researching construction 6 first if that is what you want to for the items, though it might delay it if you set more people on bloodhunting duties. The major worry would be a unique rush, if you were too late to summon the uniques because you had to spend turns and slaves on empowering your pretender. On the other hand, if you were counting on researching construction 6 before being able to summon the uniques, you should be able to get enough empowerment in the same time while focusing on blood primarily (and construction secondarily) |
Re: Some ideas: raiding, seiging, spell AI and mor
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Abysia just needs 2 +1 blood items on a demonbred and he can summon the Arch devils then . Mictlan needs construction 4 anyways for SDR so you can continue to Con 6 then they can summon both Arch devils and Ice devils . You are right though i missed your point that if you empower e.g. a demonbred to blood 4 you save time . You have to invest iirc 45+60 blood instead of 20+20 for 2 +1 items but you save several turns . If you want to rush to the Ice devils you are forced to take at least water 3 on your pretender though cause the only +1 items are water bracelet and robe of the sea but the latter requires W3 to forge . So good ideas : if you take W3 on your pretender but no blood you have to pay 50+30+45 blood to empower him to get the ice devils . So in both strats "only" about 80-100 slaves higher costs but you will be 5-15 turns earlier there as your enemy http://forum.shrapnelgames.com/images/smilies/happy.gif . Thnx for sharing your strat , i learned a new lesson http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Some ideas: raiding, seiging, spell AI and mor
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He should be making dwarven hammers and kicking ***. E3/W3 are, as you note, great to take on the pretender for hammer and ice devil goodness. |
Re: Some ideas: raiding, seiging, spell AI and mor
Which pretender do you normally take ?
If you take a VQ you already have B2 so B3 only costs you 8 points and B4 16 , so 24 in total . Similiar if you use one of the mictlan national pretenders or a warlock . Do you take such pretenders or do you always play with a ghostking ? |
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