![]() ![]() These are vastly different in power, characteristics, behavior, etc. It's part of the environment, and will love to kill you. It is not under your control, nor under the control of one of the other AI nations. It can be any of the above, even militia. There is another type of entity, which I can a monster. Sometimes you receive an ally who is just a trained troop that you did not train, and sometimes, you train a troop that is just a monster that was created by you. Militia are city defenders that only appear when a city is attacked. Their power and type varies greatly with your race and with your researched technology.Īllies are monsters that have joined you because you tamed, bribed, charmed, or rescued them. ![]() Trained troops are units that you build in your cities, from existing blueprints or your own designs. They are race specific, and include Altar's henchmen, Imperial scions, etc. Sidekicks are hero-like units that follow rules slightly different from the ones for heroes. Heroes are your sovereign and the champions you hire or recruit while questing. These can be divided in heroes, sidekicks, trained units, allies, and militias. I recommend against using it, because it really takes two thirds of the game away, and no only does not allow you to experience many of the thrills that Fallen Enchantress offers, but also teaches you bad habits that will make your game very hard without stealth.Įntities that can move on the strategical map, or which appear as defenders when a city is attacked are called units. There is even something more powerful - the stealth (link not here yet) race trait, which Tarth has by default, and which any custom race can get. I do not expect the design to remain valid for long. How powerful? I've taken it to a trivially easy victory on Insane difficulty. Some of the strategies that thread illustrates are: snaking, designing early troops with specific upgrades in mind, rejuvenation, diplomatic victory, dominion push, warhorses, creative terraforming, etc.įinally, here is a link to what is the single most overwhelmingly powerful design I know of. Next, I'll point you to a very detailed play-through of a game on Expert difficulty (this is the highest sane difficulty) What makes it special amongst my dozen of play-throughs? The race is designed to have no obvious strengths of any kind, so all the tricks in that thread can be used with most races, vanilla or custom, on top of their specific strength. Feel free to offer suggestions and point out errors. This part is already more or less complete. Then I will try to explain a few concepts. I did not design the game, my advice was no more followed in the Beta than anyone else, and it is not even clear that I am a good player, not without multyplayer. But I'll make a start.įirst I'll make a disclaimer: these are my opinions. ![]() So, what are you going to do, where are you going to get all the information you need? Not here. Your ego will not allow you to play on the levels below "Easy", you do not feel that you have learned much from your two defeats, and you really do not know what you can do better. The AIs dogpiled on you, and you got wiped out again. You did not pick Tarth, and you got crushed. You played the tutorial, liked what you saw, and decided to give the game a spin on a level advertised as 'fair', so you played a game on challenging. Great, you got your hands on a Hell of a game! So you bought Fallen Enchantress, or you got it because you're a War of Magic owner. ![]()
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