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Topic Subject:Basic Tactics and Strategies
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storm legion
Zekeling
posted 03-31-06 10:00 AM EDT (US)         
Okay, rather than the advanced strategy thread that has all of its detailed requirements, this is for us "normal" players, there are no requirements save two:

1) Must be a real strategy/strength/weakness/build order/other tactic

2) Something quite simple, eg: "If the enemy is teching up to a land leviathen and you are Alin, send out Desert Walkers here and whatnot"
not something like "Once you have 500 timonium on the map "DESERTBRIDGE" then make so many of these squads, use pythagoras to find if the enemy base can be reached by the hypotenuse of the lower military district and breeched between its tibia and fibia"
That kind of stuff is for the advanced stratagy thread in the "other" section

I've decided to just put all the stratagies that are entered up here so they're easy to get to, when giving stratagies try to make it as obvious as possible which army its for, or if its just general so that i can put it in a category.

(Any tips'n'tricks not written by me have their author's name on the end of it)


-During battles... MICRO! MICRO! MICRO! It's by far one of the best things you can pratice.
Good micromanagement proves that its not the amount or strength of your units, its how you use them. Such as simple things like moving out of AoE spells like Industrial Devastation and Sandstorm to cut losses. Also, moving wounded squads out from the front lines so you won't lose them. Having certain units target certain enemies, which as soon as you learn the correct counters becomes very helpful. The worst thing you can do is blindly drag box your whole army and move-attack in the middle of their forces.[I Am Hollywood]

-The "common knowledge" of the game is that Alin are rushers, while Vinci are boomers. I contend the opposite - that Vinci has a stronger early game, while Alin a stronger late game. It's worth noting that, dollar for dollar, Musketeers will completely destroy Desert Walkers. Also, the Vinci will bring CWM to the fight. CWM are countered by Afreets, which cost more and can be dealt with rather easily by Musketeers. Exacerbating this, Industrial Devastation is far, far more dangers than Summon Army, particularly early on. On the other hand, the Alin get intense upgrades, and by the end of the game their basic infantry are nigh-priceless.[Carloz]

-When you're on the defensive, you want to look for the "turning point" technologically. Once you get that, you should be able to press that advantage into a victory before the comp can deal with it. Most people think that the turning point is a master unit, but if you can afford to build a master unit you've already won in my book.[Carloz]

-For Vinci, it's Air Cruisers. Specifically, once you get 3, the enemy's basic infantry won't be able to brave the teeth you've got set up for them. 3 is kind of an arbitrary number, but that seems to be the point where you can kill three or four units in about second.[Carloz]

-For Alin, it's Glass Bolts. I cannot stress enough how important Glass Bolts is as an upgrade. As soon as you get it, you go from getting owned by Vinci infantry to owning them. It's a complete reversal.[Carloz]

- Weaknesses - Holding your cursour over the portrait (in the interface) of an enemy unit will tell you how best to counter it!

- Trample trample trample! - When in doubt, trample, trampling is almost always waaaaaay better than fighting normally.

- Keeping your kingdom - This part is really important, in your empire, there is no need to leave a few squads at each city, if your enemy attacks he will go all out, not send a few units to each base, so you need to find a mid-point from where you can reach all your cities quite easily, keeping your army together means it is very very strong, keeping it apart means you can hold off attacks until help arrives, but by the time help arrives, the original defenders will have been likely butchered and so useless to you.

- Dominances - These things are PRICELESS! Do you understand? PRICELESS! The ability to call in some pretty decent help is always welcome, to be able to heal a tonne a bunch of troops in an area is even better if you use a few really strong units. and of course, the ability to call a cease fire cannot be overestimated, say you are under attack at a city of yours which is undefended, your main army, you know is much bigger than the enemies, so you do the cease-fire, get to his army and follow them, pummel em so that he has no army once the cease fire is over. turning enemy troops to your side is also great, especially if your eney is someone like cuotl/vinci as most of their units are tough nuts.


-Fire elementals - Wow... so far from what we've found in a fair fight between an unupgraded juggernaut vs an unupgraded fire elemental the fire elemental will pwn! also good vs cuotl, you should have about 2 or 3 with your army at all times

-GLASS GOLEMS - massive damage, massive health, massive. get a few of these guys and round off all your excess timonium with upgrades and DW and you should be set to take on most thinks, the DW can wipe out infantry units while the golems can act as tank-hunters, they're also great for trample and with glass upgrades they will be unstoppable, just watch out for juggernauts however!

-Corruption:
For all those who haven't really figured it out yet, corruption makes every attack from a glass unit permanently reduce the enemies MAX health, and every new hit reduces their max health even more. So for instance, Vinci "Unit X" has 100 max health. A Glass golem hits "Unit X" once, "Unit X" has has taken 30 dmg, and had it's max health reduced by 10, so the unit is now at 70/90 health. The Glass golem attacks again, now "Unit X" is at 40/80 health. And so forth.[I Am Hollywood]

-With the alin, I would try building a military district and filling up your mining site first always, then set the scout to auto-explore, get a caravan going and explore with your starting units. so far i've found the best time to get a hero is a little after you've captured your first city and added 1 or 2 dstricts to it, and get a second mine just before you attack your first city.

-For alin heroes themselves...

SAWU - glass scimitars is great at level 2/3 for mowing down infantry, plus he doesnt take damage for trampling with them. summon marids is pretty decent if you need anti-air fast. glass prison is amazing! a permanent prison for enemies! plus it can make a MAJOR difference in a battle when the enemy finds their juggernauts are covered in glass (plus that screeching noise is just darn scary and ear-splitting) glass spider is... just wow, trampling wipe out everything, infantry gone in one hit, major damage, brilliant. plus the timonium bonus is really great

DAMANHUR - (i think thats how you spell it) good good good, fast, flying, strong. getting the size increase spell is great, just make sure you cast any other spells you want to before using it as you cant cast spell in this form. fire elemental spell is great stuff, i never got to see it fully upgraded but, if you're going up against an infantry army, then this thing could crush the lot of em with minimal damage to itself. not to mention the ability can be upgraded to allow you to summon more elementals. after this, theres the summonable salamanders, perfect for taking out ground units, and once upgraded they're pretty darn deadly too. the fire blast spell is good, but watch out, it hits your own units as well

DAKHLA - the sand warden, his resource cap bonus is nice as you will almost always be getting an excess of timonium in your vaults. the free scorpian is great for doing some good ol' trampling of course. wind defence is great for when your soldiers are still melee, just cast it on the enemy and let your troops run into it, they'll stay in it because they have to fight and so get the ranged defence bonus. summon sand horrors can be deadly if used at the right moment, since they are tough to kill (unless they are attacking on their own, in which case the enemy can just focus fire) they can wreck havoc behind enemy lines while you fight from the front, they'll send enemy troops flying thus stopping them from shooting and doing a good deal of damage as well. personally i dont think this one is *absolutely* neccesary, if you have an excess of resources then go for it, it can certainly help, but it's not worth saving up all your resources for (you could spend it better on upgrades, more units, districts etc) his ultimate, dune devils is a great spell, if you already have a glass dragon then you should be getting it, otherwise wait till you do. simply running into an enemy army with Dakhla and casting the spell will greatly tilt the balance of power in your favour, but make sure you use it at the right moment, when all of the enemy armies are using the majority of their army. but instead, you should really aim to get the sandstorm ability upgraded as much as possible, that one ability can wipe out entire armies with the damage it does. just make sure you get a good number of units covered. sand storm is no longer that neccesary as it was in the first demo since it was... *slightly* overpowered :P

- Tip - i try and keep at least 2 scorpians in all my games with my army, 1 is not enough, the enemy can focus fire and butcher it, 2 is good because they can cover each other, any more and it just gets better and better (though i wouldnt go above 5, that costs too much usually)

- Research - at the start its usually best to get the economy line or the evocation line for the alin, the economy will give you an unlimited supply of income, the evocation will give you a handy little army for attack and defence

- Why train when you can get freebies? - once you get the military line upgraded, it can be more effeciant to produce sand circles rather than build desert walkers etc. so either do some quick calculations in your head or try to figure out how much time you got left (if little, better to go with the sand circles)

- desert archers - its best to get the desert walkers ranged attack upgrade asap, because otherwise only a few can actually fight at a time

- whirling blades - DONT turn this on near a vinci hero! the doge especially as his mega blaster will prolly wipe you out completely, and don't do it if there are trampling units nearby either

- flying crystal ball - the air elemental that comes out of the magic box that can transport units should be used often, maybe not so much in single-player, but n multi-player there's nothing like unloading a gigantic army from a pair of sparkly red orbs


JUGGERNAUTS - does what it says on the can, virtually invlunerable (watch out for golems!) amazing trample, amazing damage and firing while moving, if ever there was a unit to boom towards, this would be it (unless you're aiming for land leviathen of course)

Giacamo - One of the best heros in the game for a microer, his abilities also make him especialy good for someone who prefers the turtle style of play. His final ability can be used to turn the tides of battles or to easily hold out against an overwhelming force until help arrives because when you use it, while not being destructive, it gives an AoE that makes some of your troops invincible for a reasonable amount of time. His other abilities range from very useful, to not so much. THe first ability he gets is IMO his best, it gives a significant heal to allied troops in a decent sized area, his second ability, while not doing significant damage, does nock over and stun enemy troops for a short duration. His third ability is most useful against large units and buildings, as he summons several demolition clockwork men that are like slightly worse infested terran from Starcraft. His bonuses are for lovers of CWM (clock work men). He increases the effectiveness and lowers the price of clockwork units. He also gives one bonus research point per lvl. [ZalTorin]

The Doge - better called the hero assassin because of his Pain ray ability. The doge is the Vinci's Damage hero, capable of dealing massive amounts of damage to any unit or structure. Once fully upgraded, his Pain ray ability can oneshot most any hero execpt for lvl5s and afew lvl4s. His other three abilities are just as good. He has noxious cloud for dealing with infantry units and amassed infentry though it will not be nearly as effective aginst human players as they will most likly move ther troops out of the cloud. His anti-building is the seige laser, which can be used to reduce even most cities with just that abilities use. His super ability allows him to call an artillery strike from the Doge Hammer, this calls in three or so shells that deal a massive AoE capable of delivering damage nearly twice that of the dust storm ability belonging to Dakhla. THe doge gives bonuses to the troops built in the doge statue and to the steam fortress units except the land liviathen [ZalTorin]

Lenora - The Vinci flying hero, she gives you bonuses to your gold income, and has one of the most entertaining hero abilities avaible, the pirate ability alows her to take command of several enemy units at a time, turning tides of battles and allowing you to have fun doing it. her other abilities can also let you have fun as well. Like the Alim flyer, she has a booster that increases her movement speed, her attack, and her health, while also making her plane look freaking cool. She is one of the best units for air supremcy players due to her bonuses to Vinci air units and her third power. Airburst devesates kills most any air units and can be used to nuke air heros as well. He final ablity is a killer AoE and great for destroying towns, as it is a multi-bomb mine thing.[ZalTorin]

- Never under estimate the telescope upgrade for the research lab, a permintant line of sight drawn form the building in any direction, crossing the whole map can be very handy [ZalTorin]

-The doom cannon, should be a master unit due to its power, while it is expinsive, it can obliterate any city with a single shot, but the most effective in combination with the telescope as you wont need to risk any troops to draw a beed on your choosen target. [ZalTorin]

- As any face you got to control the air! as vinci use pirta flyers for air to air and upgrade the air crussier so they have the bombardment tactic. With 3 of those on air bombardment i capped a city in like 30 sec. And when they sommoned an air hero it only took 2 pirita flyers to bring him down. [Chicken1010]

- Using the Clockwork men to trample works pretty stinking well :P I mowed down a unit or two with just one, and he didn't lose a terrible ammount of health... They'd be good guards against AI when he sends a couple of infantry to take a camp. [JediJacenSolo]

- Leviathan - it can move and shoot so move and shoot. it can trample so move and shoot and trample. it can burrow so burrow, move, shoot and trample. it can repair itself so burrow, move, shoot, trample and repair. it can annihilate one target so burrow, move shoot, trample, repair and blast the sucker that gets too close

- Ultra-juggernauts, these are the vinci equivelent of the elder salamanders, in other words a few of them can make up for a lack of a titan unit on your side, the huge trample is nice of courseso grind their bones to make your bread

- Prototypes, play the game on easy a few times, keep the enemy cornered but not killed (use turrets to make a perimeter) and then explore the possibilities of the prototypes, heck you may even want to note them down somewhere (and the order in which they come) no doubt a lot of people would find that helpful. but you yourself could plan your research movement, plus knowing what stage the prototypes can make a major difference to your army power can help a lot


-Remember! The Cuotl ultimate race ability can move, this is great for stopping somone who has massed infantry and has them all crowded together, plus the fact that if they try to escape then you can move the ability and follow them!

- Use 4+ death spheres when the cuotl are facing the alin (best on Summer's Heat Map) to charge down in a line through enemy territory. Set their stance to patrol, and DO NOT select any target's, just move them down in a line in the main part of enemy territory. This massacres alin foot units. [Evolved]


-The Elder Glass Golem built from Dark Glass neutral sites has a passive ability called Tear Wounds. The description basically says that each consecutive attack by this unit does FIVE times the previous. So basically this super unit was built for taking out other
super units.[I Am Hollywood]



Quote:

The Mechanical Rush (For Summer Heat) :


This can be tinkered to fit your personal style,
but this rush is best utilized very early on,
a little while before a large city has been established.

It requires more Wealth early game, and very little timonium, so don't worry about securing additional mines.

Start off by building an Industrial District and Market.
Of course have your scout search for resource bonuses.
Build a research lab behind the base.

Now that you've got your basic economy set up.

Build a Military District and a barracks.
Upgrade the research lab to the Borehole set for Wealth.

Make sure you have gotten the Protolabs CW Sniper
Start pumping out several CWM.
And pick a hero (preferably Lenora IMO)

As soon as you have 3 - 6 CWM and your hero is almost complete,
make a beeline for the enemies starting city.

Meanwhile, your muskateers can attempt to cap another city,
and you can attempt to make your first Palace district.
Also try if you can to have enough industrial districts to
research Zeke as soon as you have your first large city.
All of this should be pretty easy considering you haven't been
building any muskateers, only CWMs.

Ok, so thats all happening at your base.
At the enemies base, he's probably throwing a hero and several
groups of infantry at you.
Luckily, CWMs can tear apart most infantry and the hero should go down
quickly if you focus fire with Lenora and the CWMs.

As soon as most of the defenders are down, take down nearby barracks
and hero spawns, and start on the city.
CWM's have a very good early siege attack, so a city should go pretty quick.
Also, if you're enconuntering some resistance at this point,
you may want to upgrade your Borehole for an increase in wealth.

As soon as Zeke is built fly him in,
His siege and battle forms will help immensely.
Meanwhile keep filtering CWMs and bring in your muskateers if you'd like.


[I Am Hollywood]


Quote:

if you want strats for alin here is one of mine

at the start:
magus district
get your mine makeing 2 miners
research tresure
get your three DW squads beside nearest neutral settlement
get a merchant
set fire scout on auto explore

after that:
merchant district
fill up second mine
research land lore 1 and vigor 1

after that:
military district
build a mine at your second mineing site

after that:
attack and conquer nearest settlement with your 5 desert walkers (unless they also have 5 units defending, in qhich case, maybe wait for a hero)
get a hero as soon as you can (reccomend SAWU)

after that:
get hero and desert walkers to heal
repair new city
build magus district at new city
build sand spire

after that:
research mystic mines
get a sand circle ready, but dont tell it to make anything unless the enemy attacks, this is your fail safe
upgrade sawu's summon marid ability
upgrade sawu's scimatar ability

after that:
get the large city as soon as you can, but DONT SAVE UP, you get it when you are ready, carry on doing normal things like buildings more mines and conquering sites etc.

after that:
get glass citadel
get glass circle
get that glass golem build ASAP (this is where i got attacked by quite a large army in the game, the glass golem will REALLY help turn the tide of war)

after that:
pump out glass golems, once you have 4 use extra timonium for desert walkers and with wealth either upgrade hero or get unit upgrades (especially for your golems, not one should die)

from here on you have a decent foothold, the golems are deadly in every aspect and can be pumped out well once youve researched enough tresure and have enough merchant districts, but i dont reccomend building a eternal flame until later, unless you really need something from there



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[This message has been edited by Shala (edited 06-03-2006 @ 02:40 PM).]

AuthorReplies:
TriMaster3
Zekeling
posted 03-31-06 07:03 PM EDT (US)     1 / 111       
Righto
storm legion
Zekeling
posted 03-31-06 09:09 PM EDT (US)     2 / 111       
EDIT: nvm, i just added mine to the top post

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[This message has been edited by storm legion (edited 03-31-2006 @ 09:33 PM).]

Vator
Zekeling
posted 04-01-06 01:17 AM EDT (US)     3 / 111       
Anyone notice that Rukh and Glass Golem costs work quite well with one and other?

Once you get those going you can dump any excess wealth into Afreets or Heartseekers and if you have excess timonium pour it into Sand Walkers.

storm legion
Zekeling
posted 04-02-06 09:23 PM EDT (US)     4 / 111       
if anyone wants to do the vinci tips 'n' tricks then feel free, i don't play them much so i don't know too much about their units and abilities

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Astronomical
Zekeling
posted 04-03-06 03:11 AM EDT (US)     5 / 111       
I had a huge list of tips for the Alin, but then I noticed a few things applied only the Beta, so I decided to erase it all.

When the game comes out, I'll start posting.

Although, I'd love to stress my love for the Sand Warden. Upgraded Sand Storms and his increased Resource Cap make my life happy.

[This message has been edited by Astronomical (edited 04-03-2006 @ 03:13 AM).]

storm legion
Zekeling
posted 04-03-06 07:11 AM EDT (US)     6 / 111       
well you can write up his tips and tricks if you want, i've done Sawu and Damanuhr but not the Sand Warden

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Chicken1010
Zekeling
posted 04-03-06 12:42 PM EDT (US)     7 / 111       
as any face you got to control the air! as vinci use pirta flyers for air to air and upgrade the air crussier so they have the bombardment tactic. With 3 of those on air bombardment i capped a city in like 30 sec. And when they sommoned an air hero it only took 2 pirita flyers to bring him down.

its not harasment, its making fun of someone for being stupid
JediJacenSolo
Zekeling
posted 04-04-06 05:11 PM EDT (US)     8 / 111       
I've only played a game, but using the Clockwork men to trample works pretty stinking well :P I mowed down a unit or two with just him, and he didn't lose a terrible ammount of health... They'd be good guards against AI when he sends a couple of infantry to take a camp.
Timeless_OmO
Zekeling
posted 04-14-06 02:05 PM EDT (US)     9 / 111       
Odd, my clockwork men don't seem able to trample. Spiders, heros and such, yes.
Carloz
Zekeling
posted 04-14-06 09:14 PM EDT (US)     10 / 111       
Some things to fill in:

The "common knowledge" of the game is that Alin are rushers, while Vinci are boomers. I contend the opposite - that Vinci has a stronger early game, while Alin a stronger late game. It's worth noting that, dollar for dollar, Musketeers will completely destroy Desert Walkers. Also, the Vinci will bring CWM to the fight. CWM are countered by Afreets, which cost more and can be dealt with rather easily by Musketeers. Exacerbating this, Industrial Devastation is far, far more dangers than Summon Army, particularly early on. On the other hand, the Alin get intense upgrades, and by the end of the game their basic infantry are nigh-priceless.

When you're on the defensive, you want to look for the "turning point" technologically. Once you get that, you should be able to press that advantage into a victory before the comp can deal with it. Most people think that the turning point is a master unit, but if you can afford to build a master unit you've already won in my book.

For Vinci, it's Air Cruisers. Specifically, once you get 3, the enemy's basic infantry won't be able to brave the teeth you've got set up for them. 3 is kind of an arbitrary number, but that seems to be the point where you can kill three or four units in about second.

For Alin, it's Glass Bolts. I cannot stress enough how important Glass Bolts is as an upgrade. As soon as you get it, you go from getting owned by Vinci infantry to owning them. It's a complete reversal.

And before I get long-winded: The Sand Warden. He raises your resource cap by a substantial amount, but more important is Sand Storm. Out of every spell available in the game, Sand Storm has proven, time and time again, to be by far and away the best. It's available right at the start for 150 wealth, and a decent casting of it will cause upwards of 1000 resources in damage. My record stands at three Juggernauts, Giacomo, an Air Destroyer, four or five clockwork men, and maybe a dozen Fusiliers. For one casting. And every time I've cast it near a city or building, it's gone straight to zero. I think they might have screwed something up with the damage calculations, to be honest.

Evolved
Zekeling
posted 04-16-06 12:11 PM EDT (US)     11 / 111       
Use 4+ death spheres when the cuotl are facing the alin (best on Summer's Heat Map) to charge down in a line through enemy territory. Set their stance to patrol, and DO NOT select any target's, just move them down in a line in the main part of enemy territory. This massacres alin foot units.
storm legion
Zekeling
posted 04-16-06 12:47 PM EDT (US)     12 / 111       
updated (and i've filled in Dakhla's tips)

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LordAvenger
Zekeling
posted 04-16-06 12:54 PM EDT (US)     13 / 111       

Quote:

Use 4+ death spheres when the cuotl are facing the alin (best on Summer's Heat Map) to charge down in a line through enemy territory. Set their stance to patrol, and DO NOT select any target's, just move them down in a line in the main part of enemy territory. This massacres alin foot units.

You can consider yourself lucky if you are allowed to make even 1 death sphere

Evolved
Zekeling
posted 04-16-06 02:22 PM EDT (US)     14 / 111       
Really? I can get about 11000+ resources on that map after 15-20 mins.
Joeking14
Zekeling
posted 04-16-06 02:40 PM EDT (US)     15 / 111       
I 10+ easy against though and 5+ ok on thoughest.

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storm legion
Zekeling
posted 04-16-06 04:35 PM EDT (US)     16 / 111       
hmmm.... maybe the mods are missing some key part of the cuotl or something?

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Evolved
Zekeling
posted 04-16-06 07:04 PM EDT (US)     17 / 111       
maybe you're not very good???
TheGoodEvil
Zekeling
posted 04-16-06 08:20 PM EDT (US)     18 / 111       
Trust me you aren't getting 11000+ resources in 15-20 minutes... only if you are camping against easy AI ad not fighting at all. I have yet to see an instance of more than a couple death spheres at any time.. they are damn expensive but they are SO worth it

TGE


TGE's RTS Blog, news, thoughts, and advice on RTS gaming

Able Company (my job)

"I've kicked more ass on accident than most people have on purpose"

Joeking14
Zekeling
posted 04-17-06 04:12 PM EDT (US)     19 / 111       
I have once had 20,000+ energy and Timonium. However that time I spammed turrents at all the enterences to my domain and never really build many units. It was also like 1h 30 mins into the game.

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storm legion
Zekeling
posted 04-17-06 05:49 PM EDT (US)     20 / 111       
1h 30???

wow, the longest game i've played so far was on toughest and took about 25-30 mins, i had elder glass dragon, elder salamanders and everything so i wasn't rushing or anything either


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I Am Hollywood
Zekeling
posted 04-17-06 06:54 PM EDT (US)     21 / 111       
Can anyone give me their thoughts on the effectiveness on glass units?

Heres my take:

Glass Golems:
These large ranged attackers are a serious threat on the battlefield.
3 - 4 glass golems can seriously turn the tides in your favor.
These units are able to absorb tons of hits and can dish out massive amounts of damage as well.
They do splash dmg as well, taking out squads of Vinci infantry in just a few hits.
Utilizing these to combat enemies heroes is a great way to cover infantry by putting them in the front ranks.
They cost some timonium and a large amount of gold, but if you have a surplus of gold you might think about pumping a few out.
They can be upgraded in damage, health, almost full resistance to attrition, the dark glass upgrade (which grants a glass shock attack, as well as corruption)
as well as a few global Alin Upgrades at the Sand and Fire Spires.

Glass Spiders:
Personally I don't find glass spiders nearly as effective,
Due to Scorpians have less damage in their regular attack but a much stronger trample.
However, free glass spiders through building glass circles as well as leveling up Sawu can help immensely against CWM and also for bowling over infantry squads.

Dark Walkers(neutral unit):
On the map Desert Heat, if you ever find a neutral town surrounded by Dark Walkers, try to buy the town out instead of fighting it.
Dark Walkers are small melee units who pack a punch, and purchasing the town will
1: Allows you to bypass fighting them. And
2: Grants you control of all Dark Walkers at the site.

One of the best things about them is they cause corruption.
Which if utilized early on, Dark Walkers can very effectively raid enemy mines and cities.

Corruption:
For all those who haven't really figured it out yet, corruption makes every attack from a glass unit permanently reduce the enemies MAX health, and every new hit reduces their max health even more.
So for instance, Vinci "Unit X" has 100 max health.
A Glass golem hits "Unit X" once, "Unit X" has has taken 30 dmg, and had it's max health reduced by 10, so the unit is now at 70/90 health.
The Glass golem attacks again, now "Unit X" is at 40/80 health.
And so forth.


I'll post more later.
Thanks


"It is double pleasure to deceive the deceiver."
>>>>>>>>>>>>>> Machiavelli*

Oh it hurts to be this good.

[This message has been edited by I Am Hollywood (edited 04-17-2006 @ 07:02 PM).]

storm legion
Zekeling
posted 04-17-06 09:54 PM EDT (US)     22 / 111       
cool, i didn't know they just kept reducing max health... maybe i should start getting more golems... i'll add that to the main post

and i never get glass spiders, if i ever get them free with a glass circle, i'm usually simply trying to waste resources since my glass dragon is rampaging through the enemy city so i just send them on an attack-move into enemy territory. dakhla gives free scorpians which i find much more useful than glass spiders, they're a mix between vehicle-hunters and infantry tramplers, good in both but not great in either

and dark walkers are good and useful, but i tend to find that getting sand-storm ability for dakhla, upgrading mines to enchanted mines and buying small sites with large numbers of troops (eg, trade centers on DH) is a better way of spending the money

not to mention its a good idea to let your enemy focus their attention on them and then attack his force (already deeply engaged in combat with the DW, preferably lost a few units and killed a few units) thus making it easier for you to take the town by force and pushing your enemy back


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I Am Hollywood
Zekeling
posted 04-17-06 11:27 PM EDT (US)     23 / 111       
Storm Legion you should think about joining the RoLH clan.
Sign ups are on the Clans & Competition forum.
We could use someone like you

Anyways, this is a good thread.
And I agree about glass bolts entirely.
The fact that they don't have to run blindly at Muskateers
while taking heavy fire the entire time.
Also, the glass bolts upgrade also allows the Fire Spires
ranged attack upgrade to boost the DWs damage.

Also, I might be wrong but I'm pretty sure it said this,
But the Elder Glass Golem built from Dark Glass neutral sites
has a passive ability called Tear Wounds.
The description basically says that each consecutive attack
by this unit does FIVE times the previous.
So basically this super unit was built for taking out other
super units.

Another helpful tip - During battles... MICRO! MICRO! MICRO!
It's by far one of the best things you can pratice.
Good micromanagement proves that its not the amount or strength
of your units, its how you use them.
Such as simple things like moving out of AoE spells like
Industrial Devastation and Sandstorm to cut losses.
Also, moving wounded squads out from the front lines so you won't
lose them.
Having certain units target certain enemies, which as soon
as you learn the correct counters becomes very helpful.
The worst thing you can do is blindly drag box your whole army
and move-attack in the middle of their forces.

More later.


"It is double pleasure to deceive the deceiver."
>>>>>>>>>>>>>> Machiavelli*

Oh it hurts to be this good.
BLOODYBATTLEBRAIN
Zekeling
posted 04-17-06 11:31 PM EDT (US)     24 / 111       
To date I have used only one dominance, and only once. I was getting teh worse of a battle (Vinci, playing against Alin) as my musketeers weer getting torn up pretty bad. i realised the solution lay with clockwork men, so activated the ceasefire ability.

Not, if you'regoing to use this abilty, you have to move quickly. 35 seconds may seem like a long time, but don't relax.

Can you guess what the A.I did? Parked its units near my mines. i couldn't stop them, and once the timer ran out about 4 seperate battles, oevr my mines, started simultaneously. I am still not entirely sure dominances are going to be anything but marginally used and useful (i.e. might buy you some time, or heal a couple of units, nothing as game changing as as master unit). I certainly don't think they are "crucial".

Speaking of dominances, each one rewards a certain strategic strength a player gains, e.g. raiding proficiently, harvesting more resources, producing more troops, and it is good that the chances of getting ALL the dominances are pretty much nil, and if you've got them, you already won the game a long time ago.

However, they each only do one thing. Resource dominance allows you to heal, treachery converts enemy soldiers etc etc. Now what if each dominance had a choice. E.G. superior raiding leads to the choice of either ceasefire, or you can choose a minor speed increase for your units, say 5%. Choose between extra firepower or treachery for army dominance. I realise that slippery slope shennanigans surely should (yay for tonguetwisters) not be ignored, but it's an idea.

I just feel right now that the dominances are a little flat-if only when compared to the rest of the game emchanics.


BLOODYBATTLEBRAIN, last of the Azrac warriors.
storm legion
Zekeling
posted 04-17-06 11:51 PM EDT (US)     25 / 111       
okay, there i dnon't agree with you Battlebrain, dominances are key to winning the game, if you have all of them then you really should have your opponent down on their knees. but they can be really useful, the heal dominance if you forget to micro your units out of a large blast radius and some barely survive, can be used to keep you from losing a battle, cease-fire, it is hard to understand just how amazing this one can be yet, but in a large map, in multiplayer an ally is under attack, you could do a cease-fire and gather your troops at their base, and even if the enemy ran away then you'd know what kinda units they've been massing (unless of course you've got a few well-hidden spies)

trechary is not that good i don't think

call allies is priceless, both demo maps give you trampling units, if you are lacking them or dont have enough, these units are perfect as you don't need to worry about getting them killed from over-trampleing as they will go away later anyways. and 3 dune scorpians can really break formations

glad you like the thread hollywood, but i tend not to over-micro, micro is good don't get me wrong, but if you get to the point where you are ploughing through huge chunks of your army and retreating with troops with low health is a waste, when you attack you should have set sand-circles/barracks to unlimited build-queue and set a rally point outside the enmy capital. you can spend your time better trampling (which also a lot more fun ), finding enemy heroes, raiding other cities/mines/miners/sites, keeping on top of your economy, also of course the resource(heal) dominance can help you to spend less time micro-ing injured troops out of the fray

moving untis out of sand-storms and devestations though is a critical task, when one of those shows up, duck, drop and get your troops outta there

EDIT - updated it again, filled in some names for people who entered the information (for some reason i never put it in before on all of them) added a NEUTRAL section for any more neutral info

btw, the vinci side is still pretty empty, cuotl i can understand but vinci are there as well, so if anyone wants to do their hero tips n tricks like ive done for the alin then feel free, i just don't play with the vinci much and so can't accurately say much about them

EDIT - added in some "basic" Vinci tips


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[This message has been edited by storm legion (edited 04-18-2006 @ 00:08 AM).]

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