Gammit10 Gammit10

Why am I still getting steamrolled unless I choose ONE specific strategy?

Why am I still getting steamrolled unless I choose ONE specific strategy?

I've been playing many matches where I try to focus on a mix of technologies, just military, or just magic, and my factions' toughness (or whatever that number is in the upper-right corner) is always so low the other factions pick on me until they finally steamroll and kill me. I have tried spamming pioneers to create new cities, spamming pioneers to build outposts to capture resources, only settling on tiles with 8+ total resources, etc.

OK, so I figure I will focus only on Civilization technologies, and focus on growing my cities as quickly as possible.  Most of the time, my cities' growth is restricted by food, so I find myself upgrading food production quite a bit in both my technology path and in the buildings I choose to place within each city.

This is the ONLY path in which my faction's toughness can meet or exceed the other factions'.  Not only is this limitation not fun, but the times something crazy happens (like when The Butcher appeared out of nowhere) and one of my cities are destroyed, this cuts my toughness significantly and cause the steamrolling to continue all over again).

I had this issue all throughout WoM and all throughout beta. What am I doing wrong?

 

This occurs when playing on beginner or harder difficulties, but less-so on novice difficulty.

30,461 views 46 replies
Reply #26 Top

Quoting ddd888, reply 24
welll if you just REPLACE techs with other ai will just pick the better ones

but yeah you are right that ai still might pick them in random order like it does with equip and traits

 

for all this there is only 1 solution: premade templates for ai developing (also easy and great way to let modders add content that is ai compatible )

https://forums.elementalgame.com/432736

we need this improvement to ai!
End of ddd888's quote

 

But let's say we add in armors that are crystal dependent and we want a faction who focuses on magic tech to be able to build certain magic armors and weapons, which would require some metal and crystals. Will the AI then build those units with those armors and weapons (all of which would be new perhaps)

 

I think both the magic and war tech trees should have their own styles of armor and weapons and such and the civ tree could remain generally the same with a faction needing to develop civ while choosing to go down the path of magic or war if they want to become powerful in one of those areas. This way, if you go down the path of magic, you don't need to go down the path of war necessarily or perhaps there could be benefits to doing both, like some special kinds of armor or weapons.

Reply #27 Top

To people who don't know, the AI has a priority value for each tech. If you set these values right, you can define the most optimum choices. There is then an AI military strategy type you can give to specific factions, which increases or decreases their value of any techs you specify. This is completely moddable. Might want to try it out.

Reply #28 Top

Are you talking about AImilitarystrategytypes and coreaidefs? What other files handle things like that?


My question is though, if you add in certain armors and weapons through the magic techs which can only be obtained through the magic techs (all being new armor and weapons) will the AI design units that use them?

Reply #29 Top

I still think that warfare techs should contain all non-trinket items for soldiers, both magical and mundane, and that the magic tree weapons and armor should be champion-exclusive (trinkets and cloaks are fine where they are).  I'm also holding out hope that we'll get some modding tools, so that players like me can have an interface to hold our hands while we dink around with modding. 

 

Reply #30 Top

The AI does not design units. You or the devs design them and the AI uses them when it can. So, if you make a unit design for the new content, the AI will use them. 

Reply #31 Top

Quoting TorinReborn, reply 21
No there are other way to play. Like take a faction with good fighting sovereign and take him around on leveling spree. Then you can clear the map just with him. SD first try at balancing heroes failed. I had an extremely easy time to win like this. And only died once during it when I was <10. This was on challenging with dense monster population.
End of TorinReborn's quote

I typically do this as well.  I take my sovereign, recruit 2-3 heroes, and go on a leveling spree.  I still get steam rolled.  :(

Reply #32 Top

What? 

 

Just cheese the game with Krax blood dodge stacked units, you can then research whatever you like after obtaining the Sindarin staff, or actually it doesn't matter at all what you do since your troops can fight at a very high ratio making them ridiculously high in combat effectiveness. You can also just rush a trio out and take AI cities if you see any right off the bat. On Ridiculous it just gets boring to wade through stacks of spearmen though. 

 

As for everything else, really it just depends on your starting location. If you start in an area with two or three essence, you pretty much will steam roll with Enchanted Hammers, Meditation, Inspiration, and one other of your choice.  I feel like that usually determines whether or not I bother playing since most of my games will end up in a state of 'Well, this is familiar' .

Reply #33 Top

Quoting Gammit10, reply 32
I take my sovereign, recruit 2-3 heroes
End of Gammit10's quote

Your heroes should not run around in the same stack together, they will gain less experience.

Sincerely
~ Kongdej

Reply #34 Top

Quoting Kongdej, reply 34

Quoting Gammit10, reply 32I take my sovereign, recruit 2-3 heroes

Your heroes should not run around in the same stack together, they will gain less experience.

Sincerely
~ Kongdej
End of Kongdej's quote

Really?  Should I run one with my Sov, or put one hero per group?

Reply #35 Top

Quoting Gammit10, reply 35
Really? Should I run one with my Sov, or put one hero per group?
End of Gammit10's quote

Yup... soldiers do not take away from champion / sov xp

Reply #36 Top

Experience for levelups is exponential, and having multiple heroes doesn't hurt your effectiveness. What does hurt your effectiveness is the limited equipment. Gear that you find is typically much better than anything you can purchase (assuming you can even afford the exhorbant fees), but you will rarely find enough to completely outfit more than two champions making any additional champions wheat for the scythe.

The secondary reason that you might not want to group all your champions together is that you cover significantly less ground per turn. I still typically group my sovereign with another champion at the start, but that's mostly just because regular units take so damned long to build.

Reply #37 Top

Um, that is not true Rogdan.  If you have two heroes in the same army, they get 1/2 experience they would otherwise have.

Reply #38 Top

Quoting MiamiBigAL, reply 38
Um, that is not true Rogdan.  If you have two heroes in the same army, they get 1/2 experience they would otherwise have.
End of MiamiBigAL's quote

Thats true, but you also have twice the firepower, instead of having 1 hero at level 20 you will have 2 heroes at level... 12-13 or whatever they reach. With limited monsters, XP doesn't dissapear like this, and if you need to group up a couple of heroes to beat the world it is an ok tactic, but generally time-wise it is usually better to split heroes and send some troops with your heroes (Unless your heroes can solo, and move faster than the troops). Apply only troops where you can afford them of-course.

I usually quickly tech up leather armor and spears, and build armored spear troops to help clear out the immediate area if any high threat is present, those bunch of meatshields you can acquire can help tons.

Sincerely
~ Kongdej

Reply #39 Top

Thanks for the feedback, folks.  I wish a member of Stardock will post in here and either tell me what else I am doing fundamentally wrong or if this feature of the game requires a tweak.

Reply #40 Top

The experience nerf for stacks of doom was to reduce the frequency of them.  It's generally pretty effective, though if you like SODs you can just play as Altar (or a custom Men faction) and train gobs of henchmen.  That's my current favorite tactic.

Reply #41 Top

Quoting Kongdej, reply 34

Your heroes should not run around in the same stack together, they will gain less experience.

Sincerely
~ Kongdej
End of Kongdej's quote

 

On the other hand, one champion isn't usually going to be able to take on a dragon, much less a Wildlands ruler.  Multiple champions in a party, each with their own specialties, makes it much easier to destroy higher level enemies.  So it becomes a tradeoff of scale: small parties for small challenges, larger parties for larger challenges.  The experience won't be any greater in a really tough fight for one champion among many, but the item you find at the end of the battle should be correspondingly better.

Reply #42 Top

Quoting Glazunov1, reply 42
On the other hand, one champion isn't usually going to be able to take on a dragon, much less a Wildlands ruler. Multiple champions in a party, each with their own specialties, makes it much easier to destroy higher level enemies. So it becomes a tradeoff of scale: small parties for small challenges, larger parties for larger challenges. The experience won't be any greater in a really tough fight for one champion among many, but the item you find at the end of the battle should be correspondingly better.
End of Glazunov1's quote

I was not saying it was a perfect plan to solo, I was trying to communicate that if you can run off some heroes to just solo mites, while 1-2 heroes are bashing the high level stuff, hopefully in seperate groups, you quickly gain a powerful hero force.

I am not one to control his games either, and yes I was trying to state (later on) that sometimes its almost best to group up your powerful heroes, even bring 1-2 groups of trained units to bring down one tough monsters. But focusing on 1 hero still seems to me like the best choice in the current game.

Edit: I am by far not the best hero-using player, players like Tidjyu seems to be better actually, I just know one or two of the secret rules in elemental that helps boost heroes to exponential powerful levels.

Sincerely
~ Kongdej

Reply #43 Top

I have tested these suggestions, and feel I am now much more competitive.  That being said, this is still on "beginner" dififculty, and if it was this difficult for me to figure out on that setting, maybe this should be addressed.

Reply #44 Top

Quoting Gammit10, reply 44
I have tested these suggestions, and feel I am now much more competitive.  That being said, this is still on "beginner" dififculty, and if it was this difficult for me to figure out on that setting, maybe this should be addressed.
End of Gammit10's quote

Atleast the UI should reflect the XP penalty, but I am happy that you feel more confident in your games :D

Sincerely
~ Kongdej

Reply #45 Top

Quoting Heavenfall, reply 5
There are a whole bunch of problems with the tech tree that prevents the player from really making a long-term choice for strategy.


Each game plays the same: Civilization first until Mining, Trading, Cooperation. Then go warfare or magic depending on if you have metal/crystal. Then go warfare because you'll need better armor for your units and heroes. And then the game is over once you get to chainmail and build a few super-units.

 
Also create more mid-tree equipment choices for using crystal. That is, enchanted armor for everyone. I don't care if it's twice as expensive as chainmail - give us something. And then disconnect the late-magic tree from warfare tree. A few unit design traits originating from the magic tree would be cool as well.
End of Heavenfall's quote

 

Totally agree. After some games, the research process is always the same. First and 2nd tier on civics, and after that, a mix of warfare and magic. So the game variation is very affected. Each tree should be able to develope depending on available resources, to give more variety to each game.

But, if the Tech trees have to be modified...there can be so many points of visions as people...

My sugerence is basically, to convert an horizontal orientated Tree into a more versatile Vertical Tree. Let's branch all choices from the begining, and just get improvements via later research on each branch. So each game, you will research depending on what available resources.

 

- Civics. As said before, focusing on money and production.There is little to say, just turn them into vertical branches

    Food improvements. Grocers, gardens, festivals, all that. Tech for apiary, farms, goes here too.

    Gildar improvements. Market, and all stuff related with $.

    Production improvements. Lodging camp, workshop, iron and gold mine, smelter,...

    Unrest improvement. City hall, cleric, ...

   Diplomatics impovements. Monuments (what if calling one of the two as Statue)

 

- Warfare. From the very begininn, a branch for:

         light armour. No metal requiered.

         Heavy armour. Metal required

         Pierce: Bows and spears (could even get separated, but I guess having them together is enough)

         Blunt: Maces, hammers. More metal requiered, more damage. Less initiative, maybe less dodge. It can add bash, smash and all that.

         Cut. Swords and daggers. Less metal, maybe more production cost requiered. Gives initiative, and may add countestrike (x1, x2, x3...).

         Mount branch. From here, split into horses, wargs, and any other future mount.

         Training Tree. From here, the tree dedicated to group size, reducing training time, more xp at start, better defences, better attack, etc.

 

With this tree more opened, it should be able to dedicate to have some troops in early game, without too much suffering in economics. And mid game, with the economy settled and some resources explored, each game will focus more variated.

 

- Magic. Oh oh, what shall we do to with this meesed Tree? Let's try to put some order:

       Heroes Branch. Easy, and clean.

       Crystal and mana improvements. Upgrades and all that.

       Research improvements. The same. It could include a Spells branch, with the researching for spells as many people are asking for

       Magical stuff. It could split into Magic weapons and Magic Defenses.

 

As the magic Tree seems the more diversed, we could add here two more branches:

  -  Darkligns, Trolls and other monster recruiting. ¿Who wants a squishy  darkling? Well, if research takes little and there is a close lair, maybe...But now, sure not.

  - Special faction unit could be researched here too. Each faction should have 1 or even 2 unique units, with further researching developement.

 

      

Reply #46 Top

Have you even played a recent beta?