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As a beginner, never having played any Eador game before, should I start with vanilla...or with New Horizons?
I would be planning to start with the campaign
Thanks
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siddham: As a beginner, never having played any Eador game before, should I start with vanilla...or with New Horizons?
I would be planning to start with the campaign
Thanks
Start with vanilla genesis, launch hotseat game and learn basic battle mechanic and build orders without pressure from AI.
Then another 2-3 games to learn differences between NH and Genesis, and only then start campaign.
NH doesn't change campaign in terms of story, but improves rewards on shards to more useful ones.
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siddham: As a beginner, never having played any Eador game before, should I start with vanilla...or with New Horizons?
I would be planning to start with the campaign
Thanks
avatar
Gremlion: Start with vanilla genesis, launch hotseat game and learn basic battle mechanic and build orders without pressure from AI.
Then another 2-3 games to learn differences between NH and Genesis, and only then start campaign.
NH doesn't change campaign in terms of story, but improves rewards on shards to more useful ones.
Thanks Gremlion
you dont say at what point to install NH
would I not be best to start with NH installed and do the hotseat method to learn the mechanics?
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Gremlion: Start with vanilla genesis, launch hotseat game and learn basic battle mechanic and build orders without pressure from AI.
Then another 2-3 games to learn differences between NH and Genesis, and only then start campaign.
NH doesn't change campaign in terms of story, but improves rewards on shards to more useful ones.
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siddham: Thanks Gremlion
you dont say at what point to install NH
would I not be best to start with NH installed and do the hotseat method to learn the mechanics?
Install after 1-2 games, otherwise amount of new units to learn can be overwhelming.
Learning at least castle units would definitely help in the long run.
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siddham: Thanks Gremlion
you dont say at what point to install NH
would I not be best to start with NH installed and do the hotseat method to learn the mechanics?
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Gremlion: Install after 1-2 games, otherwise amount of new units to learn can be overwhelming.
Learning at least castle units would definitely help in the long run.
Thanks :)
Hey thanks, i did not know this mod existed :D
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MarkServ: Hey thanks, i did not know this mod existed :D
I have converted the most important var files into filterable HTML tables.
http://eador.online.fr/en/

It's mostly intended for the mod's devs, but it might be useful for players too.

I'd love to hear comments and suggestions for improvements ;-)

Regards
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Boon952: It's mostly intended for the mod's devs
Whoa idd, too meta for me hehe (at least some are cryptic to casuals, didnt get the guard sheet for instance and im not that casual). I also will play in expert (hard enough for me), so its great for a quick view when in doubt or planning, especially the defenders and provinces sheets.

Mmm i dont see the need for improvments, seem to be great for its purpose.

Thanks :)
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MarkServ: didn't get the guard sheet for instance
Let me take a stab at explaining guard.var.html (as far as I understand).

First of all, I actually merged two files (guard.var and guard_type.var)

Second, it helps to have Gremlion's translation of Alexey's notes:
http://www.gog.com/forum/eador_series/moddingindexes

Each defender appears 4 times, because the game takes into account the DISTANCE to any player's castle. The farther away, the tougher the defender.

Karma = how many karma points you lose by attacking this guard.
Quantity N/P means N + rand(P) units in the army
Initiative N/P means N + rand(P) initiative

Then each unit is A,B,C,D
A = unit index (tooltip gives the unit name)
B = unit level
C + rand(D) units of this type

LootPoss is the % chance that the army will drop loot when defeated
MaxLoot is the number of items dropped
Power is described as "chance for trophies" (Gremlion: what is that?) but it is also a good indicator of how powerful this group of guards is!

Regards.
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Boon952: Power is described as "chance for trophies" (Gremlion: what is that?) but it is also a good indicator of how powerful this group of guards is!

Regards.
Possibility for loot on the screen with battle results. (Look for level 1 loot... string in unit.var)
For example, many animals have a chance to drop an egg.
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Boon952: Power is described as "chance for trophies" (Gremlion: what is that?) but it is also a good indicator of how powerful this group of guards is!

Regards.
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Gremlion: Possibility for loot on the screen with battle results. (Look for level 1 loot... string in unit.var)
For example, many animals have a chance to drop an egg.
I am confused.
What is the difference between "LootPoss" and "Power":

LootPoss : chance for loot after defeating this defender in site
Power : chance for trophies (100 means 100%)

I thought LootPoss was "Loot Possibility" (expressed in percent)?
Post edited August 07, 2015 by Boon952
There are two loot screens:
1. battle results. Shows casualties and trophies. Power affects chances for loot on this screen.
2. Loot screen. 'After defeating guards, your troops found Gold and Item'. Lootposs affects drop on this screen.
If you find yourself losing a battle, is there a retreat option while in battle?
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abbayarra: If you find yourself losing a battle, is there a retreat option while in battle?
Sadly no, for sure not in Genesis and I doubt this changed in NH or Masters.
I do have to admit for a Strategy type game a lack of a "retreat" option is quite odd. "Give up" is not really of any "Tactical" use really unless you want to prevent them from getting more guys via Necromancy/Demon Pact type things.
It is not much different from the way it works in Heroes 3, there you can flee, but you gotta hire the hero again, just like here.