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  #21  
Old 01-02-2010, 07:00 PM
welshie welshie is offline
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Quote:
Originally Posted by Darathor View Post
You can tell the tents to stop spawning the goblins and the warg dens to stop making wargs. So you can stop them from taking up more population, then start to fill out your armies with better troops.
Yeh but in the middle of a siege your going to stop go bak to your stronghold then press stop then get streight back into the siege thats what i mean, far easier if you can set it to a certian precent so you can go pewpewing and dont have to worry about getting back in a certian time to micromanage or are they planning on it not to happen that fast?
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  #22  
Old 01-02-2010, 07:38 PM
zach12wqasxz zach12wqasxz is offline
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very nice alex . now when u say blood settings, i assume i can make it more or less bloody, or is that the max setting? it does look like the blood takes away a little bit of the detail, and in the same shot, is it me or do the bodies look flat? would they ever pile up or from above they just look flat?
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  #23  
Old 01-02-2010, 09:33 PM
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Alex Walz Alex Walz is offline
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You can't set it to a percentage, I'm afraid. And that's the max blood setting... I think it's bloody enough. Units don't pile up, it's just one layer.

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Btw can you tell us what excat numbers and units were in the gobling/ogre army and the elven army, just want to check if it was even and what best to use against the other types
I don't have any of that saved or recorded, but I'll set up a new scenario for you.


I started by placing the following units on a blank regional map in the scenario editor:

Orcs
10 Battalions of Raiders (150 Units)
8 Battalions of Prowlers (120 Units)
8 Ogres
5 Battalions of Wargs (25 Units)

Total: 303 Units

Elves
6 Battalions of Sentries (42 Units)
6 Battalions of Rangers (42 Units)
2 Battalions of Grand Masters (14 Units)
3 Battalions of Bladestorms (21 Units)
1 Battalion of Mounted Grand Masters (5 Units)
2 Battalions of Unicorns (10 Units)

Total: 134 Units

In the above screenshot, the orcs are represented by the blue battalion markers, and red is used for the elves. Both sides had a similar layout with a semicircle of archers in the back, various infantry units up front, and the heaviest concentration of mounts off to the sides.

All units started off as level ones with no upgrades.


As soon as the battle started, all the melee units attacked eachother, concentrating in the center of the battle field. During this time, the archers fired a steady stream of arrows into the crowd. When the melee fighting was over, all that remained were two ogres and a couple wargs. These remaining units charged out at the elven rangers, but were quickly shot down in a volley of arrows from every side. I moved my goblin archers in a little as they have horrible range (the only interaction I had in the battle), and the battle came down to my prowlers and the opposing rangers. My melee units had taken out a good chunk of their archers, and I was down a couple battalions but still greatly outnumbered them. However, as I broke through the heavy armor of each ranger, my remaining goblins fell like dominoes.

In the end, however, I won the battle with 18 level four and 30 level three goblin prowlers - many of whom only had a sliver of health.

Now if you're looking at the number of casualties alone, don't lose faith in the orcs. Keep in mind that the elves and orcs are on opposite ends of the spectrum. The elven units are typically the strongest units in the game, especially their archers, while orc archers suck. However, they are also very expensive. The orc units are the weakest on average, but they have the largest populations and many of their warriors and work force don't cost players a dime after they build the necessary buildings.

Also, my casualties would have been significantly lower if I took a direct role in this battle instead of leaving it up to the AI. I would have taken some of my wargs, and charged through the ranks of elven rangers and I would have spent all the skill points I accumulated, making the rest of the game a breeze. The elves would have a couple advantages played by humans too, but they don't have as many units to spare from the main battle to target the archers.
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Last edited by Alex Walz : 01-02-2010 at 09:54 PM.
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  #24  
Old 01-02-2010, 09:47 PM
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Originally Posted by Andy Joslin View Post
Also, you may manually toggle the spawn off if you wish. And production slows greatly as more goblins are in play. For example, the goblin tent would take 60 seconds to spawn a goblin prowler battalion when you have no goblin battalions in play, but much longer when you have 10 goblin battalions.
What, though, if you want your army to consist, say, strictly of cavalry. How would you do that instead of having a little of everything for each building you have?

Thanks
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  #25  
Old 01-03-2010, 03:10 AM
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Not picking orcs
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  #26  
Old 01-03-2010, 04:05 AM
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This really looks great! Keep up the good work guys

But are those units in the editor screen facing away from each other?

@witch king of angmar: just turning it off except for you cavalry. It would probably slow down your production a lot because you will already have those cavalery units in play a lot (sorry if I misunderstood your question >.>)
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  #27  
Old 01-03-2010, 06:14 AM
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During this time, the archers fired a steady stream of arrows into the crowd.
Speaking of which, I forget; do archers cause friendly fire?
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  #28  
Old 01-03-2010, 07:33 AM
welshie welshie is offline
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Thanks alex, tis a shame u cnt set it to a percentage But yeh as you said about the units being better for the elvern side i bet in the recources side of things the goblins have spent hardly anything compared to the elves. But u should get another dev and have a big battle then post your awsomeness and his failure on the site would be quite fun to see
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  #29  
Old 01-03-2010, 09:55 AM
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Quote:
But are those units in the editor screen facing away from each other?
Yeah, I just placed them how they were set up by default and let them turn to face eachother in the first in-game second.

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Speaking of which, I forget; do archers cause friendly fire?
Nope.

Quote:
But u should get another dev and have a big battle then post your awsomeness and his failure on the site would be quite fun to see
Judging from past experiences, I think it may be the other way around. However, like I stated in the Dev Blog, multiplayer functionality is our top priority as far as programming and at the moment, we are not prepared for a full PvP battle. But as soon as we can, we'll get a video up.
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  #30  
Old 01-03-2010, 10:08 AM
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i would love to see that
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