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Bookwyrm627: I just pulled a pretty wicked shield out of a ruin. Of course, this means the local Undead-player wraith that was hiding in the fog hasn't been wiped out, so I'm down to blocking tunnels with units to keep it off my otherwise helpless casters.
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ZFR: What does this mean?
All the maps I make use an item set I made which replaces the vanilla game's item set. My item set uses quite a few unused graphics, the items are generally stronger, and some are just OP, like there's a ''Titan's Bow'' that grants shoot ballista. Also there are two different items per icon, so there's I think 232 items in total IIRC. More than will be seen on any one map, unless there's 75 dungeons all set to max (3 item) loot. This map probably has 50 dungeons or so and each gives 1 item.

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ZFR: I take it I must take the town, but I assume the wraith is too strong still?
IIRC a priest can defeat a wraith 1v1 33% of the time. With two priests at once, or two swordsmen with magic weapons from Enchanted Weapons, you should be fine. Or a beetle with enchanted weapons of course. Then rebuilding the town is naturally useful.

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ZFR: Are the monsters in in the lair randomized?
Yes, you can manually set what defends lairs when you make a map, but in this map they're all randomised, each selecting units from one of 12 or so unit lists.
Post edited May 18, 2020 by southern
Thank, both.

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Bookwyrm627: By "fog" I meant "fog of war"; I assume this phrase is common lingo. In case my assumption is wrong, it comes in two varieties. There's the unexplored hexes (covered in black) and the hexes that are explored but not currently visible (covered in a grey shroud). I don't know if there is a special term for the unexplored terrain, so I just use fog of war for both versions.
Ah, yes. I just thought the ruin where you found your item was where the wraith was, so it made no sense to me that you both searched and the wraith remained hidden. Thought fog here meant something else, like a spell or special ability.
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ZFR: Ah, yes. I just thought the ruin where you found your item was where the wraith was, so it made no sense to me that you both searched and the wraith remained hidden. Thought fog here meant something else, like a spell or special ability.
Ah. There was a wraith in the item-ruin as well, but between a bunch of priests and a leader, it never had a chance.
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ZFR:
Just to note - the Goblin position is a bit more recessed into a corner of the map than others, and your teleporter to the cave of lore (plus adjoined seeing pool) is further away from your start. But you get a couple extra mines to compensate.
Pashinyan of the Dwarves, Day 2

We seize a little Azrac settlement, and peer into the scrying pool. Through it we see that the Dark Elves are already rebuilding two towns, and have sent an agent into the Caves of Lore.
Dark elves, day 2

We push forward towards the wizard towers in the distance. Plenty of towers offer an opportunity to slow the dwarves down - or at least they'll have to choose whether to commit one of their diggers here, which is good because as far as I can see around me there is only a single goblin available to us.
Orcs, Day 2

We eliminate two wraiths and keep walking. There's a scrying pool, but it's completely unaccessible for probably another half dozen turns or so.

We haven't taken a single income structure yet.

TS

OOC: Based on the discussion in the other thread, it sounds like I've already lost this game. I still haven't even started construction on either of my ruined cities, I spent one of my constructors building a shipyard to cross the river to the Azrac town because I didn't see the bridge at first, and I have no idea where my teleporter is supposed to be located. I have surface access though, so I guess the Undead roaming the surface can come smite me?
Lol. Let's just see how it turns out and hope no-one gets too pissed off to play version 2 if this one turns out to be a dumpsterfire

If you use the assasins carefully in combination with non-wallclimbing troops, you can take over the 3 walled cities in your cave - one azrac village to your immediate south, and two larger settlements a few turns to the east and then south.

Also digging east with the goblin beetle, if you can nab it, will get you to another cave with some unguarded income.
Post edited May 20, 2020 by southern
Goblins Day 2

Wraith in razed city fell easily to 2 clerics. Builder should be there next turn.

My other 2 clerics went to the other side for the monster cave. Beetle reached it alone but I didn't want to explore it by itself; really scared it will die too soon. 2 clerics + 2 fighters should be there next turn and they can all happily explore it together.

There is a shipyard, stairs up, a shadow and I think an undead city (?? I see mushroom farms only so can't tell).

TS
Post edited May 20, 2020 by ZFR
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southern: Lol. Let's just see how it turns out and hope no-one gets too pissed off to play version 2 if this one turns out to be a dumpsterfire

If you use the assasins carefully in combination with non-wallclimbing troops, you can take over the 3 walled cities in your cave - one azrac village to your immediate south, and two larger settlements a few turns to the east and then south.

Also digging east with the goblin beetle, if you can nab it, will get you to another cave with some unguarded income.
Yeah, I've already noted the assassins will get me past walls. I haven't even seen the beetle yet, wherever it is. :)

We'll see how things turn out. Orc swords with Enchant Weapon have 5 attack and 5 damage, which puts it on par with some T3 units.
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ZFR: My other 2 clerics went to the other side for the monster cave. Beetle reached it alone but I didn't want to explore it by itself; really scared it will die too soon. 2 clerics + 2 fighters should be there next turn and they can all happily explore it together.
Remember that you can retreat from combat, so your beetle can carefully investigate to give you an idea of what you'll be up against. Night Vision and high movement are great assets when investigating.

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ZFR: There is a shipyard, stairs up, a shadow and I think an undead city (?? I see mushroom farms only so can't tell).
I think most (if not all) cities use mushrooms for farming underground.
Post edited May 20, 2020 by Bookwyrm627
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Bookwyrm627: Remember that you can retreat from combat,
Only if you're a pussy.
Dwarves, Day 3

Looks like we might spend some serious time organising this area, both rebuilding the ruins and whipping Azracs into line.
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Bookwyrm627: Remember that you can retreat from combat,
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ZFR: Only if you're a pussy.
I'm secure in my superiority. My exploits have occasionally left my rivals in awe. :)

Of course, they promptly learned said exploits, but what can you do?
Orcs, Day 3

We spend more of our rapidly dwindling funds expending our last builder and starting construction of a boat.

On the bright side, we're the proud new owners of a Builder's Guild. I'm rich, I'm rich!

TS
Goblins, Day 3

The cave was filled with weakling wolves, a cleric almost got killed when he moved to the front lines, but survived. And I got a reminder of how great first strike is.

Got some armor, but I forgot units can't carry items, so main hero had to go all the way back to the cave.

The mushroom city turned out to be Dark Elves, and they're not friendly. The 4 witches are there, but I think I'm too weak to attack. Second beetle found an orc city who are willing to negotiate. Hopefully they remain so next turn. Money's tight because of the expenditures, but I could use the units.

Got a shipyard and there are ruins across water, but I don't want to waste money on a ship yet.

Builder started rebuilding city.

And found the teleporter and scrying pool. Haven't reached them yet.

From the description it seems we have to send single units there. Is sending one expendable unit enough, or are there fights there?

TS
Post edited May 21, 2020 by ZFR