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Post by drkguy3107 on Oct 29, 2008 15:36:22 GMT -6
I'm playing LoMSE without any mods (maybe thats a problem) and air and fire are very difficult to play, Fire tends to die a lot, but air just gets slaughtered, eagles and windriders are terrible. Additionally I find the fire warrior to attack so slowly that any 3 enemies surrounding him will kill him even if way weaker. For example I got rapped by a hound and a will-o-wisp and I was level 3, barely survived till my berserkers came.
Any tips?
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Post by Boaster on Oct 29, 2008 17:52:07 GMT -6
I'm playing LoMSE without any mods (maybe thats a problem) and air and fire are very difficult to play, Fire tends to die a lot, but air just gets slaughtered, eagles and windriders are terrible. Additionally I find the fire warrior to attack so slowly that any 3 enemies surrounding him will kill him even if way weaker. For example I got rapped by a hound and a will-o-wisp and I was level 3, barely survived till my berserkers came. Any tips? Magic. Also the use of the Parry function (Defend on self) helps. The GS5 series of mods change the game for the better for these two faiths. You'll like them if/when you try them. Air and Fire are pretty dismal in the unmodded game.
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Post by drkguy3107 on Oct 29, 2008 21:29:51 GMT -6
so how do I get the modded game? And does it cost money, how do I install it etc. (i'm bad with computers).
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Post by Boaster on Oct 29, 2008 21:38:34 GMT -6
so how do I get the modded game? And does it cost money, how do I install it etc. (i'm bad with computers). Go to the website, follow your nose.
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Post by drkguy3107 on Oct 29, 2008 23:14:43 GMT -6
what site?
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Post by archer on Oct 30, 2008 2:48:01 GMT -6
mantera.xorgate.comHow did you find this forum without the main site? You will also need the PIC5R.mpq for the GS5R2 to work properly. Link is provided in the readme instructions, but you will find it here sooner I think. I can't say much for Fire, played it only once, but Air is harder than most other faiths. It is important to have ranged units, but defend them well because they fall very quickly. Magic is a good way for Air, choose a Mage Lord. When you liberate the Great Temple go for the friendly faiths' Great Temples immediately. After that you will be fine.
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Post by drkguy3107 on Oct 30, 2008 15:00:02 GMT -6
I googled lords of magic and it took directly here.
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Post by drkguy3107 on Oct 30, 2008 15:02:52 GMT -6
ok
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Post by lordoforder on Oct 30, 2008 22:22:13 GMT -6
I always do so good with Air.
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Post by drkguy3107 on Nov 2, 2008 21:27:40 GMT -6
I'm trying to download pic5r what kinda program should i open it with
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Post by Boaster on Nov 2, 2008 21:33:17 GMT -6
You download it, decompress it, and rename it to pic.mpq and put it in your LOMSE folder.
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Post by drkguy3107 on Nov 2, 2008 22:57:10 GMT -6
but i dont know how to decompress
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Post by Boaster on Nov 2, 2008 23:46:05 GMT -6
Research how to.
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Post by naz on Nov 21, 2008 16:50:36 GMT -6
Air -- Start out with a thief lord and get two more thieves in the custom screen. level them up as much as you can. The fairy air thief is like a flying sniper with an invisibility spell -- lots of fun.
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Post by archaalen on Jan 11, 2009 2:39:26 GMT -6
I usually play (or rather, played) Air with a Mage Lord, because it lets you get all of the great offensive spells quicker. The key to Air is speed, seeing as your units move faster than anyone else's overall. Since (ironically) the main infantry is faster and more frail than the cavalry in unmodded LOMSE, I buy lots of Elven Cav at first, with Faerie Slingers for fire support. I make sure to grab as many surrounding villages as quickly as possible, ESPECIALLY THE DEATH VILLAGE! That way, you can use the other faith's units to augment your forces and provide a "buffer" while you clear out as much of your own territories' dungeons as possible (in addition to the nice follower bonus they provide). Build up and demolish the various structures of the others faiths in the village to provide yourself with a balanced force. Back at home, include a few Will o' Wisps and Air Elementals in your forces when you can, their added defense is useful for when you need a beefier unit to take on opponents that stomp all over your other units and call them names for being so weak (plus, they eat Crystals rather than Ale or Gold, which can be helpful if you need more units but need to save up resources more). Switch out units with maxed levels, have them guard the capital while your other units go off to "train" (that's a pretty good general tip, but it's especially important for Air because their units need a few levels to actually become useful). Beyond that, I usually take over Order first, as their slow-but-tough units complement Air rather well. From there on in, the way you go is really up to you.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jan 23, 2009 3:00:42 GMT -6
Tips on playing air: I like to get all three lords to start, though they all begin at level 1 and you can only get the spell lightning and a handful of crystals. Use the insane speed of air in combat to go around people or lead them in circles. Use your eagles as a distraction and to take out ranged units. Always keep a mage or warrior as the first person in your party, as you will treat snowy terrain as a road and be able to move ridiculously far. Try to pick fights in buildings that have flying only areas, like caverns or crystal mines. You can take out the enemy ranged and flying units, order everyone except your flying slingers and fairy thief to flee, and pick off the poor, grounded troops frowm the flying only area where they can't touch you.
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Areille
Member LVL 6
"For Llandwyllen"
Posts: 80
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Post by Areille on Feb 3, 2009 19:24:11 GMT -6
I don't know much about fire, I've never had much succes with them but air can be realy fun if you follow the advice of the above posters, but make sure you get a dragon! Air have awsome legendary creatures that realy add some backbone to an otherwise fragile army.
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Post by goops on Feb 10, 2009 15:59:35 GMT -6
I normally find waiting a few turns to gain followers for a full army works best for weaker faiths before going out and attacking surrounding settlements, this way every unit gets exp, and shear numbers will overpower smaller groups and you wont have defeated all the lvl 1-2 camps for newcomers to level on.
Plus in this time if you have a mage you can learn some quick offensive spells and gain a fair bit of cash before setting out, especially good for air and fire as I see these 2 faiths as more of a magical reliant option.
Also do not forget that training up one of every champion (mage, warrior and thief) and then leaving them in their associated structure back at your base will transfer some of their exp to troops. (note they dont loose any of their exp.)
As an example a lvl 7 thief put in the thief guild for 3 turns will give the guild 600 exp... so when you next buy units from the guild they will all begin at lvl 3... and so on.
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Post by goops on Feb 10, 2009 16:02:57 GMT -6
That is ofc looking at LOMSE.
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Post by nazcalito on Feb 11, 2009 19:29:13 GMT -6
The Fairy Air strategy: With the modded version, try to get 3 fairy thief lords and spells lightning and cone of cold. At medium difficulty you will have just enough funds if you reduce their levels to 1. At hard you may have to cut out lightning and settle for a lord and 2 thief champions. Lords can go up beyond level ten and generally have better stats, y'see. . .
You will have to have the fairies hit a few level 1 caves to get their levels up to about 3 or 4. Then they will be able to take the temple. Send a dragonfly out to look for "turkey shoots" - encounters with no missile or magic troops. These are free experience generators for fairies. The two best known "turkey shoots" are the troll bridge and cave over in waterland.
After you take the temple you will free a 2nd level storm sorcerer and storm warrior. Supplement them with a squad of fairy slingers. Don't waste experience scrolls on the fairy thieves . I dump them on the sorcerer. With the cone of cold spell, the sorcerer can wear the enemy down quickly, then the warrior can lead the remaining enemies round and round the rocks while the slingers clobber them. Wind riders are okay for an elven-style distract the enemies while the slingers pelt 'em tactic, but I wouldn't trust 'em to even take out enemy archers. Eagles are worthless. If you want traditional troops, liberate the death village, build a barracks, and hire mercenary dark riders, who are fast and armored enough to take out those pesky missile troops without getting killed by arrows.
As for the thieves, they should be about 5th level and are starting to look more like commandos than fairies. Don't be fooled by their high voices and gay mannerisms. These guys are no wimps. They can start liberating other temples. Health potions and artifacts that increase missile range are a plus. Stuff like armor is best taken by dragonfly express to the storm warrior, who, with armor, is a pretty decent fighter that does lots of damage.
High level fairy thieves are truly outrageous characters that can take out entire armies by themselves. They will make mincemeat of dwarves, which is, I suppose, why Earth hates Air so much. They can outfly practically anything and their stealth ability is practically an on-demand invisibility spell. They can't take much punishment even at high levels, so using them is a routine of unstealth, fire, stealth, move to the side in case anyone shoots back, etc. Once you get the hang of it, a fairy thief is more fun than any other individual character that I can think of.
Earth and Water mages generally use silly slow-down spells. Just trigger the spell, hide, and wait until it wears off. You'd think fire sorceresses would be a problem, but most of them go in for these rotating fireballs, good strategy against an army but not against a fairy thief. Pop up near a bunch of enemy troops, immediately stealth and run for it. With luck, the sorceress will blast her own troops. Otherwise, blink in and out and run for it to use up her mana. After that, she's worthless. Mages that use individual attack spells, like necromancers, are a problem -- you will need to kill them as quickly as possible or come armed with health potions.
Save up money for the ice drake. . .
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