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Post by tg122 on Nov 7, 2008 19:02:32 GMT -6
Not sure if this is a known issue already, but I noticed that if another faith clears your great temple before you do, there doesn't seem to be a way to get a stronghold. Happened twice to me, both with Order. First time, Earth came and cleared out my great temple and took the capital just 2 or 3 turns before I was about to do it myself. No stronghold is built when this happens. 2nd time, death took it. Both times it happened at around turn 40 to 50 I believe. Once this happens, I do not believe there is a way to ever get a stronghold for your capital. I ended up restarting both of those games.
PS. Great MOD Mantera! You've totally revitalized this game and allowed it to reach it's potential. I can't believe it took me this long to find the MOD.
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Post by Boaster on Nov 7, 2008 19:54:52 GMT -6
Not sure if this is a known issue already, but I noticed that if another faith clears your great temple before you do, there doesn't seem to be a way to get a stronghold. Happened twice to me, both with Order. First time, Earth came and cleared out my great temple and took the capital just 2 or 3 turns before I was about to do it myself. No stronghold is built when this happens. 2nd time, death took it. Both times it happened at around turn 40 to 50 I believe. Once this happens, I do not believe there is a way to ever get a stronghold for your capital. I ended up restarting both of those games. PS. Great MOD Mantera! You've totally revitalized this game and allowed it to reach it's potential. I can't believe it took me this long to find the MOD. This is known and it's been this way even in the original. You should be humiliated to have your temple conquered by another faith. To me, that should be instant loss, [Laugh out Loud]. I'll see about adding coding to allow manual upgrade of the Capital if the Great Temple is cleared.
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Post by archaalen on Jan 11, 2009 2:29:03 GMT -6
Perhaps you should only be able to upgrade it (even manually) if you actually CONTROL your faith's Great Temple. For that matter, maybe ownership of the correct Great Temple should be a prerequisite for upgrading capitals. That would encourage people to take Temple defense more seriously, even when they have decent amounts of follower and fame production already.
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Post by Guest on Apr 1, 2009 4:16:54 GMT -6
tg122: I am assuming you are playing the unmodded version (modded version is a lot easier honestly).
Order is about mixed armies, and a lot of defense. Get a mid-level paladin (if you aren't a paladin lord), 1-2 crossbowmen and, if you wish, some resources to hire mercenary crossbowmen. Get the paladin to defend itself, and use the crossbows to shoot up the rest. Paladins have enough defense to do that, not all warrior champions do.
Boaster: Although I am able to take the Great Temple immediately with any lords on hard difficulty, I have to admit that some are REALLY hard, especially the unmodded version. "Humiliated" is a harsh word to use. What would you recommand a starting setup for, say, a Priestess Lord?
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Post by Boaster on Apr 1, 2009 12:06:28 GMT -6
tg122: I am assuming you are playing the unmodded version (modded version is a lot easier honestly). Order is about mixed armies, and a lot of defense. Get a mid-level paladin (if you aren't a paladin lord), 1-2 crossbowmen and, if you wish, some resources to hire mercenary crossbowmen. Get the paladin to defend itself, and use the crossbows to shoot up the rest. Paladins have enough defense to do that, not all warrior champions do. Boaster: Although I am able to take the Great Temple immediately with any lords on hard difficulty, I have to admit that some are REALLY hard, especially the unmodded version. "Humiliated" is a harsh word to use. What would you recommand a starting setup for, say, a Priestess Lord? I find it interesting you think a Level 10 Great Temple is easy with standard settings on Hard Mode. Even I find it to be a bit challenging and it takes me a few turns in most cases. Sounds like you're using the Lord Editor though. My suggestion would be Wizard, Warrior, Thief, Quick Silver, Berserk and Gift of Life for a start. Also, since this message was originally posted, I have made a fix that if a human player's Great Temple is liberated by another player, the capital will be able to be upgraded so that player is not stuck with a Level Zero city.
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tyr
Member LVL 1
Posts: 17
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Post by tyr on Apr 1, 2009 19:22:51 GMT -6
Water is the best faith in the game in terms of location. Use that advantage. ;D As far as Water is concerned starting setup is only secondary. To the east of you is Order, which is fully capable of clearing neutrals by itself. To the south is Life, which already has a liberated Great Temple and boasts of archers with the best ranged attack. Both faiths will have normal or better attitudes towards you and both faiths should prevent any of your enemies from encroaching on your lands before you are ready. Both faiths will also be willing to trade with you for useful units. Death may be just north of you but you have the best Water units in the game so the point is moot. Remember Water boasts the ultimate versatility so if you're gonna try to win with just force alone Water will nowhere be as powerful as it should be.
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Post by Guest on Apr 3, 2009 4:33:06 GMT -6
I am not playing GS5 mode, so I didn't know Great Temples were modded to :olevel 10 in Hard mode. But in that case, yes it will take me at least :-X20 turns . I was talking about the vanilla, original version, with level 5 Great Temples, which could be cleared immediately if you use the lord editor (and for some lords, without). However, I'm trying to make the point that it's not easy. As for your setup, Boaster, the 3 spells you suggested definitely looks like a combo. However, you'll need some healing potions for your Priestess Lord, right?
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Post by pigtails on Apr 10, 2009 2:18:52 GMT -6
Water is the best faith in the game in terms of location. Use that advantage. ;D As far as Water is concerned starting setup is only secondary. To the east of you is Order, which is fully capable of clearing neutrals by itself. To the south is Life, which already has a liberated Great Temple and boasts of archers with the best ranged attack. Both faiths will have normal or better attitudes towards you and both faiths should prevent any of your enemies from encroaching on your lands before you are ready. Both faiths will also be willing to trade with you for useful units. Death may be just north of you but you have the best Water units in the game so the point is moot. Remember Water boasts the ultimate versatility so if you're gonna try to win with just force alone Water will nowhere be as powerful as it should be. That only works with the main map for normal game play. Water isn't always well situated on other maps. Seems in the current game I'm playing other faiths focus on trying to get another faith's temple before their own. Life tried to horn in on my war with Air just after I defeated their lord. They took the capital and I lastsaved to cheat a few more steps to the capital. After that they went and took the great temple of air and awarded custody to me, and then took it back again. I wish now that I'd let them have it all because several turns later three death armies came round from the north west and pushed a champion out of the city. I wish I could ask another faith for military action but of course that's not how the game works. But yeah, life ignored their temple in favor of taking the one next door.
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tyr
Member LVL 1
Posts: 17
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Post by tyr on Apr 10, 2009 21:49:42 GMT -6
True, but balance between the faiths should ever only be considered for the main map. If a custom map is balanced then it has already considered that the default starting stats for Water is indeed weaker than that of other races', and adjustments would have already been made accordingly. Otherwise, it's no better than a map that would give Balkoth as the default Death Lord. And human-playable.
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