Search found 1345 matches
- March 27th, 2004, 9:12 pm
- Forum: Users’ Forum
- Topic: Balancing races for multiplayer
- Replies: 60
- Views: 11515
To defend villages properly, you need lots of units which get high def% on villages. Horsemen can capture villages early because of their high move but then you'd just have to give them up as they can't really defend anything especially when outnumbered. The value you got out of capturing each vill...
- March 27th, 2004, 9:07 pm
- Forum: Users’ Forum
- Topic: Balancing races for multiplayer
- Replies: 60
- Views: 11515
- March 27th, 2004, 9:06 pm
- Forum: Users’ Forum
- Topic: Balancing races for multiplayer
- Replies: 60
- Views: 11515
Two horsemen vs a grunt is 46 gold worth of units vs 12. I'd certainly hope that you can beat him! Even a bowman and a horseman is 38 gold worth, and is alot harder to get the battle fought on your terms, since the bowman is no faster than the grunt. Don't forget an important point in your calculat...
- March 27th, 2004, 3:45 pm
- Forum: Users’ Forum
- Topic: Balancing races for multiplayer
- Replies: 60
- Views: 11515
Its a shame multiplayer replays are still broke. Anyway I've won in all race matchups in multiplayer. Some are much much tougher than others but its still possible. The loyalist unit that does me in is heavy infantry. If an opponent does buy loads of horsemen I expect to win just by weight of numbe...
- March 27th, 2004, 3:35 pm
- Forum: Users’ Forum
- Topic: Balancing races for multiplayer
- Replies: 60
- Views: 11515
it is NOT that the loyalists are unbalanced, or really that the orcs are unbalanced- it is you are more used to playing loyalist than playing orcs. Knalgan alliance is definitely unbalanced. they have very few units, and only two third level units, as opposed to elves having about 10. i know this d...
- March 27th, 2004, 2:48 pm
- Forum: Users’ Forum
- Topic: Balancing races for multiplayer
- Replies: 60
- Views: 11515
This ia true that some orcish units are weak against horsemen, but not all of them, and this is a matter of situation. Sure, horsemen will kick out trolls on grasslands, but against archers, wolf riders and grunts, this would be trickier. The problem with AI is that it doesn't know how to really us...
- March 27th, 2004, 2:43 pm
- Forum: Users’ Forum
- Topic: Balancing races for multiplayer
- Replies: 60
- Views: 11515
2. Horseman may get hurt quite a bit when hit but if you weaken your enemy first using bowmen, you've got a good chance to kill on first blow. Did other player use similar tactics against your horsemen? I didn't leave him the chance to do so much and lost only very few units that way. Playing dwarv...
- March 27th, 2004, 2:09 pm
- Forum: Users’ Forum
- Topic: Balancing races for multiplayer
- Replies: 60
- Views: 11515
That is what have done... since ~August 2003 *grin* This statement was not directed at anyone specifically. It's just that some of the suggestions made sound like they would be usefull against computer and nothing else. My friend told me that he tried how good the elves fare against loyalists - too...
- March 27th, 2004, 12:12 pm
- Forum: Users’ Forum
- Topic: Balancing races for multiplayer
- Replies: 60
- Views: 11515
Well, I'll be trying to answer all questions... 0. Of course we did make use of day-night cycle. 1. The map I won playing loyalist against orc was mostly wood. 2. Horseman may get hurt quite a bit when hit but if you weaken your enemy first using bowmen, you've got a good chance to kill on first blo...
- March 27th, 2004, 12:30 am
- Forum: Users’ Forum
- Topic: Balancing races for multiplayer
- Replies: 60
- Views: 11515
An addition to dwarves: they need a scout unit. Most of their units are very slow and gryphon riders are too expensive by far for that job. So in multiplayer, you end up with a lot of scattered units that you can't call back fast enough once your enemy throws his attack against you, probably adding ...