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December 17th, 2003, 12:15 AM
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Re: Mid/late game defense against undead??
Quote:
Originally posted by HJ:
I wouldn't know about the AI's ability to micromanage more quickly, since this is a TBS, but a few hints:
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Well but what I mean by micromanage, is if I have say 40 territories my desire to adjust and have each hero do a particular task every flipping round is a bit tedious, so I tend to not do it. Where as the computer essentially does all the tedious bits 'instantly'. For instance for undead I think you can 'call ' and your priest will keep doing it until you tell him to stop (giving quite a large army if you ignore for a while), where as I was doing something like summon clockwork or whatever and each turn I had to tell each mage who could to do that, needs to be a 'lock' so you can say (do that for XX turns) or whatever.
But on another note, when you make a new game I assume the computer randomly remakes a god each time? Ie he's not using my uber powerful Ermor God when I played right?
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December 17th, 2003, 01:59 AM
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Re: Mid/late game defense against undead??
More often than not the Computer is going to make a more uber god than you can and will depending on the difficulty level.
I can only wonder with that kind of empowered commanders in the OP what turn of the game it was?
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December 17th, 2003, 02:32 AM
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Re: Mid/late game defense against undead??
Quote:
where as I was doing something like summon clockwork or whatever and each turn I had to tell each mage who could to do that, needs to be a 'lock' so you can say (do that for XX turns) or whatever.
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shift-'M' tells the mage to keep casting that spell on that target until you tell him to do something else.
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December 17th, 2003, 03:10 AM
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Re: Mid/late game defense against undead??
[quote]Originally posted by Graeme Dice:
Quote:
shift-'M' tells the mage to keep casting that spell on that target until you tell him to do something else.
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AHHHHHHHHhhhhhhhhhhhhhhhhhh Thank you so much, the damn "hints" that flash by during the turns are nearly useless until late in the game when the processing turn takes long enough for you read them! Now I will summon hordes of demons to devour their undead souls!!!!
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December 17th, 2003, 07:06 AM
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Re: Mid/late game defense against undead??
With the huge crowds of undead you face, accuracy is not very important, but you still may wish to consider getting the Big Blue Eye which raises accuracy and giving it to some priests. This will ensure hits almost every turn, increasing their effectiveness.
As a nice bonus, they will rack up huge numbers of kills, leading to hall of fame entries. If you get the precision improvement on one of them, you have a priest who never misses and can pound those Last couple of undead commanders at the end of the battle.
I know it does not sound that exciting, but buying as many of the 50 gold priests as you can for a couple of turns in every temple you own will quickly generate a force that eats Ermor, as run by the AI. Have priest in each costal province and you will slow down any surprise invasion. Ermor relies on numbers and the priests take that away.
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December 17th, 2003, 08:44 AM
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Re: Mid/late game defense against undead??
Along the same lines, if you can get any 3 or 4 holy priest to develop Heroic Quickness, I suggest empowering him in water (for Quickness) or giving him boots of quickness, then making him your prophet. The resultant super-banisher will knock out armies singlehandedly. A Rune Smasher may help (I'm not sure if it helps Banishment).
Blade Wind works wonders against weak undead.
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December 18th, 2003, 12:07 AM
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Re: Mid/late game defense against undead??
Flames from the Sky would be nice, since its effect scales with target army, but it's not exactly the easiest research. Battle spells that hit large areas or the entire battlefield can also help. Try to have your own necromancers, as well -- Wither Bones is unresistable.
Archers with Flaming Arrows activated could help. And a War Bow fires 13 arrows per turn... might be nice if you have a quick/precise commander.
Try to have an unbreakable, unfatiguable front line -- this usually means mindless summons such as living statues, clockwork horrors, et al. The priests and mages must be protected... at least there aren't that many Ermorian/necromantic fliers (Harvester of Sorrows, Lammashastas come to mind).
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