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Old December 31st, 2006, 03:48 AM
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Default Re: Problems in demo exist in regular game?

Quote:
TruePurple said:
Content might be good but design and mechanics leave something to be desired.

If these units are so generic like you describe then wheres the content? Whats the point of having so many different races? If there are many different types of units you can encounter, you need a option to be able to see enemy unit stats. I have a terrible memory as it is, stats of a hundred different units and variations there of is not something I wish to try to fill it with. One should also be able to see spheres of magic users and artifacts of commanders.
I said usually, and that counters [g]generally[/b] work against the same types of units. Ulmish non-shielded basic infantry is almost tough enough to ignore normal archers, black plate infantry is pretty resistant to crossbows; the shields still help against crossbows, and especially against special missiles (Banefire Archers, Jotun Javelinists, normal archers with Flaming Arrows active). And of course, Ulmish infantry is all very cheap (10 gp) and tougher and stronger than normal humans, if a bit more vulnerable against magic. Marignonian infantry doesn't have shields and is vulnerable to arrows, and especially to crossbows, but they have higher morale (11 instead of 10). Marignonian Man-at-Arms have shields, but are a bit more expensive. Machaka's Hoplites have good armor, but their Great Hide Shields are weaker in melee than most other shields - on the other hand, they are very good against missiles. Agarthan medium and heavy human infantries use Kite Shields instead, and are the only infantry to do so, giving them slight edge against missiles and against heavy weapons. Their own weapons have rather low damage, though, and they themselves will have trouble against heavy units. Their encumberance is also rather high, due to enc 2 of the Kite Shield. Their Darkvision also makes able to fight under Darkness. Pale Ones of MA are medium infantry with very poor attack and defence, and only Bucklers to protect them from missiles, but they have lots of hp, good strength and an array of useful special abilities. They are vulnerable to missiles, though, and are prone to losing their only eye and thus becoming useless. Satyr Hoplites have very good base skills and stats (14 hp, 13 def, 13 magic res), but their archaic bronze armor causes them to fatigue quickly and their body protection is rather weak; however their ability to heal battle afflictions means that you can have them get lots more experience than infantries of other nations.

Magma Eruption works against all of these. Lighting spells work against all of thies. Massed crossbows work against all of these, but with wildly varying results. Crossbows with Flaming Arrows cast works pretty well against all of these and devastates most. All of these get fatigue rather quickly, and you might be able to beat them if you can tire them somehow.

The counters are similar. The uses, the strengths and particular national bonuses vary.
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