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ambient_orange: Trying to play this strat, would like to know how it could be improved.

1 .Checking where i am in shard. Conquer areas that are in my "back" of castle so i will conquer areas towards enemy in mid, end game.
2. Find choke on sea/hill map to capture one area for building outpost( 1cheapest t1 unit )
3. buid granaries/mills + stuff on biggest found areas first.
Overall not a bad start. Province guards get stronger as you get farther from your castle, so on larger maps you'll reach a limit to what you can handle. In this situation keep an eye out for Free Settlement provinces, they're quite a bit easier to take than other types. You should also look at the type of terrain and the resources you need. Plains are best for gold income, swamps for crystals. Swamps are also great defensive terrain if you use a ranged hero.

Oh, and if you like the dark knight now wait until he reaches level 20... all heros get an upgraded version of their bonus at level 20. The dark knight regains 8 HP per kill. ;)
It depends, to a large extent, on your strategy. I'm not exactly the optimal player, but I went for various upgrades to the smith and plate armourer, as I was generally using a warrior as my main hero at the time. Still do, come to that. If you happen to enjoy using a scout, then obviously the tanner and carpenter are good choices by the same token. I don't think that commander is chosen too often on early shards, so if you're using him I'm not sure what would be a good idea to go for. As for wizard...have a guess :)

Incidentally, it's not necessarily a good idea to go after higher tier troops straight away. The world will already have them, and it can make it hard to conquer new provinces unless you have an advantage elsewhere (such as in equipment :)

Beyond this, don't forget infrastructure. Unlocking the theatre* and pub are extremely useful, as they're more or less the only early game way to reduce unrest outside the home province.

*I believe you get the theatre from the start of the campaign, but I may be wrong.
Thanks for tips!

Just spend first "expenses" on improving weather for my little world. Is that total waste?
Post edited March 29, 2013 by ambient_orange
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EvilLoynis: That being said allowing Archers to Double Shot kill Mages, and perhaps other scouts, absolutely sucks. Warriors and Commanders can usually survive because they can use better Armors/gears.
Part of the problem with this is that the battlefield is simply too small. I love the big graphics you can get with a smaller number of hexes, but (especially later in the game) almost every hex starts out in range of archers. This means units like mages, clerics, and healers can be killed instantly if they lose initiative. They don't have time to cast any defensive spells, or do anything else.

If the battlefield were bigger (say, twice the size it is now) it would reduce the opportunity for cheese tactics, make unit speed and mobility more valuable, make magic more valuable, and have a plethora of other positive effects. Battles would take longer, however.
Defnitely, would hope that is something they consider for a full blown sequel.
By the way, about the warrior being vulnerable to poison, there is an event that gives you the phoenix cloak 100% of the times (+1 speed and poison immunity), when a wounded phoenix is found and you make a cloth out of it. In large shards it's very easy to have this event. Add some resistance items and the warrior is 100% invulnerable, easy to reach level 30 in few turns.
Alright some more questions i got:

1. what is precise strike? (warrior gets it with combat skill)

2. why arena is much harder than labyrinth? (so far labyrinth gave much better items.. Arena gave me bit of gold(beginners league)

3. will there be outpost improvement so that enemy will siege it for longer?

4. at the moment i have two lords like me with their own personal floating worlds. Will they be there forever or will i finally conquer theyr own worlds?

5. how badly i can lose long term campaign if i choose wrond shards to conquer all the time?
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ambient_orange: Alright some more questions i got:

1. what is precise strike? (warrior gets it with combat skill)

2. why arena is much harder than labyrinth? (so far labyrinth gave much better items.. Arena gave me bit of gold(beginners league)

3. will there be outpost improvement so that enemy will siege it for longer?

4. at the moment i have two lords like me with their own personal floating worlds. Will they be there forever or will i finally conquer theyr own worlds?

5. how badly i can lose long term campaign if i choose wrond shards to conquer all the time?
1) Precise strike, IIRC, bypasses up to that amount of defence when you strike an enemy. For future reference, if you right click a skill's icon(which in this case is found in your hero screen, but it can also be on the screen for a unit, or an item/spell), it'll give you a detailed explanation of how the spell works.

2) I don't know. I believe you can repeat the arena, though, whereas once you get to the heart of the labyrinth I've heart it's destroyed.

3) Yes. They also unlocks more and higher tier troop slots, but they're very expensive, so you're unlikely to use them everywhere. They also take 2 turns to make, of course.

4) In a few shards you'll be able to ask [oh, wow, I've somehow forgotten his name: your servant gremlin] that very question. You can, but have to get a large enough world before you can invade other people. If you win, then they're destroyed completely. Be warned that this can also happen to you!

5) Don't know, haven't finished the campaign yet.
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pi4t: 3) Yes. They also unlocks more and higher tier troop slots, but they're very expensive, so you're unlikely to use them everywhere. They also take 2 turns to make, of course.
Fort upgrade for outpost costs only 150, you need the builders guild (after you get fort you can get this too). Then you can upgrade to citadel in provinces with architects guild.
Ah, it costs less than the equivalent upgrade for the home province?
Hey anyone can help me out on issue?

Was playing on shard.. standart play.. went to defent outpost. Battle was vs commander ( 3gargoyles + who cares mobs)

I was basically dealing 6damag on average. And 0 damage as counterattack on average! It was like WTF.

Then my weapon broke. And i still was doing 6damage on average. And counterattacks as 0 mostly. I mean cmon, if this will start repeating more often then i just dont know..
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ambient_orange: Hey anyone can help me out on issue?

Was playing on shard.. standart play.. went to defent outpost. Battle was vs commander ( 3gargoyles + who cares mobs)

I was basically dealing 6damag on average. And 0 damage as counterattack on average! It was like WTF.

Then my weapon broke. And i still was doing 6damage on average. And counterattacks as 0 mostly. I mean cmon, if this will start repeating more often then i just dont know..
I can make some guesses but the problem is you didn't state what your Hero/lvl was or your stats/abilities.

If I had to guess it is because you were using Warrior above level 10 and berserk kicked in. Also your Attack was around 6 Higher than your Counter attack which is why your counters were not doing so much damage. Keep in mind Gargoyles damage weapon like crazy. If you position yourself in top left so only 2 can hit you well then you will usually have at least -6 attack from there abilities, 4 from their attacks and 2 from counters to yours.
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ambient_orange: Hey anyone can help me out on issue?

Was playing on shard.. standart play.. went to defent outpost. Battle was vs commander ( 3gargoyles + who cares mobs)

I was basically dealing 6damag on average. And 0 damage as counterattack on average! It was like WTF.

Then my weapon broke. And i still was doing 6damage on average. And counterattacks as 0 mostly. I mean cmon, if this will start repeating more often then i just dont know..
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EvilLoynis: I can make some guesses but the problem is you didn't state what your Hero/lvl was or your stats/abilities.

If I had to guess it is because you were using Warrior above level 10 and berserk kicked in. Also your Attack was around 6 Higher than your Counter attack which is why your counters were not doing so much damage. Keep in mind Gargoyles damage weapon like crazy. If you position yourself in top left so only 2 can hit you well then you will usually have at least -6 attack from there abilities, 4 from their attacks and 2 from counters to yours.
The gargoyles were not the problem... weapon broke down after i killed them. What made me think that fight was buggy, it was because i almost 80% did counterattack 0damage.. and 20% doing counterattack 1 damage..

And my attacks were like 6times bigger ( hence - +6damage when i was attack..)
commander have + armor skill, warrior have precision strike(ignore some armor), this skill works only on attack. So, even with bare hands straight attack will do more damage to armored target.
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Gremlion: commander have + armor skill, warrior have precision strike(ignore some armor), this skill works only on attack. So, even with bare hands straight attack will do more damage to armored target.
Oh do you really mean i was counterattacking 0 because of commander skill??