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Post by maddragon on Aug 25, 2011 22:14:14 GMT -6
so i've noticed that my parties can walk across small gaps of water, is this just because the game over looks these gaps, or is it because i am water?? and these gaps are as big as the party on the map
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Post by Boaster on Aug 26, 2011 8:39:43 GMT -6
On the overland map, you can walk along or across 1 tile of water.
Little streams can be walked across or on to, on the overland map. It's just basically two coasts (which can be walked along) separated by 1 tile of water. The game reads the tile as both land and water on the overland map.
Combat is different.
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Post by maddragon on Aug 29, 2011 16:32:28 GMT -6
i got mad at my water file, so i started an earth warrior (still playing the water, i got royaly screwed. was taking out the fire capital, almost had it until their lord came back and destroyed my most experienced party...damn i hate starting over parties in the middle of the game.) anyways i was wandering how to tackle air parties. isn't earth slower on the map, and in battle?? so would i just have to get a bunch o' gnomes? and mana potions, and spam the bind spells? [Laugh out Loud] the devs wouldn't make them rivals if they didn't have a way to take each other out. just need some help. those faries can dance circles around my warriors.
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Post by lAmebAdger on Oct 18, 2011 12:12:05 GMT -6
i got mad at my water file, so i started an earth warrior (still playing the water, i got royaly screwed. was taking out the fire capital, almost had it until their lord came back and destroyed my most experienced party...damn i hate starting over parties in the middle of the game.) anyways i was wandering how to tackle air parties. isn't earth slower on the map, and in battle?? so would i just have to get a bunch o' gnomes? and mana potions, and spam the bind spells? [Laugh out Loud] the devs wouldn't make them rivals if they didn't have a way to take each other out. just need some help. those faries can dance circles around my warriors. hi! Don't know whether this is still relevant for you, but here are my thoughts on this (all this is assuming an unmodded LOMSE): 1. Earth IS slower in every single way. To mitigate this problem, their spell casters (the gnomes) are very good at manipulating movement. For example: Earth's Speed-Up spell 'Trailblaze' for the map is one of the most effective of them all giving a whopping 33% bonus. Also: Several Earth spells that restrict/kill movement temporarily are: Bind/Slow/Sleep Sand/Entanglement/'The one that turns an enemy into stone...' These spells will be useful for preventing the enemy units from fleeing or attacking you. The key to beating an Air army with an Earth army is micro-management. This means parrying with individual units that are being damaged by non-magical attacks and trying to get individual units to dodge incoming missiles by side-stepping/zig-zagging (especially the fireballs from the mouth's of air's dragon units). To help you with this, try to pause and analyze which enemy units are focusing on which of your units once in a while. Micro-management will keep your army alive long enough to whittle down the Air force and beat it. My suggestion for a counter-air Earth army (assuming you don't have the legendary worm unit yet) is: 1st group: 1 Dwarven Warrior champion or Halfling Thief champion and 3 Earth cavalry. If you choose the warrior, he'll be able to give your cavalry a stat-boost with rally and try to tank damage by parrying or rushing forward depending on his health. If you choose the thief, he'll be able to shoot down the pesky Air units from range and sneak/snipe those Air magicians. The Earth cavalry is obviously there to try and rush up to the pesky Air ranged units/magicians and to defend your weaker units (eg. the gnomes). DON'T let this group get tangled up in tough melee fights. Those are to be handled by your other two groups. 2nd & 3rd group: 2 Gnome Magician champions and 6 axe-throwers. The magicians are there to slow down/halt as many air units as possible. First of all, try to get as many enemy units with your 'Sleeping Sand' spells as possible. 'Sleeping sand has a wide area of effect and will allow you to focus down and pick off enemy units one by one because they only wake up when attacked or when the spell runs out. You'll also want to eliminate dangerous Air units like their warrior champions and (most importantly) magicians by turning them into stone if possible and ONLY if you have mana to spare (that spell is expensive and not worth your mana points usually). At this point you have several options depending on situation: -Their most dangerous melee units (the warrior champions), if you can't turn them into stone and if they're not sleeping under the sand spell, you can cast entanglement or slow on them and pick them off from a distance. Also, they have terrible hit recovery, so you can bum rush him with a bunch of cavalry if you're out of mana and they're getting too close. -If they have lots of ranged units shooting at you it might help to block off most of them with a mountain (there's a spell that creates a tiny mountain during a battle) and delay the time you have to deal with them. -If you need some flying units chased down or if you want some of them to reach you later (like the dragons), bind them to the ground with the 'bind' spell. The axe-throwers are there so you don't have to do too much walking to damage the Air units. They are very sturdy/ so don't run away when they are being chased, but stay and parry with the ones being focused (you should still keep them behind your melee units). They come in handy for sniping units that are getting too dangerous and giving general ranged support. Use them to individually focus-fire enemy units that are entangled/slowed/bound/asleep before they can start damaging you in any way. Now, all of this was assuming you don't have the legendary Earth worm... If you DO have him, you can just use this worm to take out everything and anything Air wants to throw at you since it's so impossibly difficult to hurt this guy. I once soloed Air's temple guard with this worm! It had the legendary Air dragon, some normal dragons, some fae slingers and some bad melee units. My worm took out the dragons first, then the fae slingers, then the other stuff and survived with over half its hit points! The only thing Air can do to kill it is cast lots of lightning on it or get lucky with simultaneous fae-slinger shots from lots of lvl 5 fae slingers to accumulate shot-damage and penetrate the worm's defense stat. sorry for the long post, but i had lotsa thoughts!
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Post by Boaster on Oct 18, 2011 12:19:01 GMT -6
I think lamebadger's post with advice is hard to argue against, and I don't see much, if anything, wrong with his words.
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Post by lAmebAdger on Oct 18, 2011 12:26:28 GMT -6
This may sound weird, but I signed up specifically to reply to this thread . You know that feeling where you just read something on the internet and suddenly have alot to get off your chest? Yea, that's the one...
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Post by Boaster on Oct 18, 2011 13:06:02 GMT -6
Yes, I know.
Sometimes for me, and I thought about this earlier today actually, that sometimes I'm in a situation where I want to respond to something someone has said I thought was stupid. Then, I decide to just let go and pass it by.
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Post by maddragon on Nov 1, 2011 2:23:11 GMT -6
THANKS!! i play LoM with my bro so it's not just facing a dumb AI who runs right up 2 u he is pretty good! we like to play as opposing faiths, it's interesting to pick out weaknesses and strengths of the faiths. i ask these questions because i want to win:P
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Post by frosty on Nov 1, 2011 6:51:38 GMT -6
I'm loving the mod.
A few questions: 1) While I love all the new artifacts, why are there artifact portraits from WC3 in LOMSE?
2) Do AI Lords ever make use of the dispel spell? I cast Golgoth's Gift on the Earth Lord's party mid-game. It was a full party, pretty high level. Even though Earth still had their capital, they seemed to not make use of it to heal/dispel. About 20-30 turns later, the Earth Lord was wandering around by himself. I engaged in combat with him, but he immediately retreated(His HP was very low, I really like the retreat script you put on Lords [By the way]). Why didn't he ever dispel, even though he was a level 15 mage?
3) Mantera, do you think you'd ever make a lizardman or demon lord? Because man would I love a lizardman lord. I'll even be playing an Argonian in Skyrim.
4) Why do AI faiths who are your friends suddenly go batshit and attack you? I was playing on hard, I was playing Order. I was about 100 turns in. Faiths would attempt to trade with me(Usually asking for my high-level wizard and offering me 100 gold in return on something similar) and when I refused they'd attack me. Only way I've found to get around it is to offer them 10 gold for 10 ale or something like that.
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Post by Boaster on Nov 1, 2011 9:20:55 GMT -6
1) While I love all the new artifacts, why are there artifact portraits from WC3 in LOMSE? Lack of additional real LOM portraits. Have to borrow. 2) Do AI Lords ever make use of the dispel spell? I cast Golgoth's Gift on the Earth Lord's party mid-game. It was a full party, pretty high level. Even though Earth still had their capital, they seemed to not make use of it to heal/dispel. About 20-30 turns later, the Earth Lord was wandering around by himself. I engaged in combat with him, but he immediately retreated(His HP was very low, I really like the retreat script you put on Lords [By the way]). Why didn't he ever dispel, even though he was a level 15 mage? They dont, but someday they might. 3) Mantera, do you think you'd ever make a lizardman or demon lord? Because man would I love a lizardman lord. I'll even be playing an Argonian in Skyrim. Quite possibly in the next mod generation. 4) Why do AI faiths who are your friends suddenly go batshit and attack you? I was playing on hard, I was playing Order. I was about 100 turns in. Faiths would attempt to trade with me(Usually asking for my high-level wizard and offering me 100 gold in return on something similar) and when I refused they'd attack me. Only way I've found to get around it is to offer them 10 gold for 10 ale or something like that. If you're no benefit to them, why would they be allies? I don't know exactly why they do.
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Post by maddragon on Nov 25, 2012 21:01:00 GMT -6
Is it at all possible to make the Wizard lord of death into a lich? :/
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orzie
Official
Posts: 365
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Post by orzie on Nov 25, 2012 21:55:24 GMT -6
Is it at all possible to make the Wizard lord of death into a lich? :/ Just name it "Dread Lich" at start, either in standard game or custom leader creation or buy an additional Lich/Dread Lich in custom leader screen. Of course, we are talking about GS5R3 mod. In-game transformation of Warlock into Lich is not allowed.
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Post by Boaster on Nov 25, 2012 23:15:01 GMT -6
Is it at all possible to make the Wizard lord of death into a lich? :/ Just name it "Dread Lich" at start, either in standard game or custom leader creation or buy an additional Lich/Dread Lich in custom leader screen. Of course, we are talking about GS5R3 mod. In-game transformation of Warlock into Lich is not allowed. Yes. Dread Lich is now the Lich Lord unit. I still need to do some slight stat re-balancing to the Lich and Dread Lich though.
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Post by maddragon on Nov 28, 2012 11:21:50 GMT -6
ssoo...after beating my last game..i've decided to play a death mage (hence my last question) but this time its different. of course i have the goal of destroying my Nemesis; the sicking elven peoples of Life, and everyone else. My new goal is to cover ALL OF URAK in swamp!! with the spell: Pestilence. so not only will i destroy the People of Life, i will turn their lush green rolling hills into a dead and decaying landscape. just thought i would share that with you fine people:] im doing pretty good expanding the death region...Damn i love this game:D
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Post by maddragon on Nov 29, 2012 1:45:44 GMT -6
Are the effects of the alter of sacrifice permanent?
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Post by Boaster on Nov 29, 2012 2:28:23 GMT -6
Are the effects of the alter of sacrifice permanent? Effects diminish like every 7 turns, or every 7th turn I believe.
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Post by barclid on Dec 2, 2012 23:29:31 GMT -6
So I read about these special units (yeoman, arch demon, can't remember any other to be honest) but I've yet to figure out how to summon/train these units. Can anyone shed some light on it?
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orzie
Official
Posts: 365
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Post by orzie on Dec 2, 2012 23:38:20 GMT -6
So I read about these special units (yeoman, arch demon, can't remember any other to be honest) but I've yet to figure out how to summon/train these units. Can anyone shed some light on it? All of those can be hired in Custom Leader menu or by naming your leader in special way, like Siegfried or Balkoth, etc. More info you can find in other topics. When the game is already started, you will not be able to get these units.
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Death Shade
Member LVL 1
You too will die someday
Posts: 17
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Post by Death Shade on Dec 7, 2012 8:24:16 GMT -6
So I read about these special units (yeoman, arch demon, can't remember any other to be honest) but I've yet to figure out how to summon/train these units. Can anyone shed some light on it? All of those can be hired in Custom Leader menu or by naming your leader in special way, like Siegfried or Balkoth, etc. More info you can find in other topics. When the game is already started, you will not be able to get these units. Unless you use a cheat code.
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