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NOOB QUESTION: Cultists in the longer winters

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9 years ago
May 12, 2016, 1:30:04 PM
I have never seen that winter effect either. But it would be cool if it's actually there.
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9 years ago
May 16, 2016, 3:24:20 PM
I'll check with the devs if I'm not mistaken, but loading the save it's the only thing I noted in Empire effects that could be the reason. :)
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9 years ago
May 16, 2016, 3:06:09 PM
KnightofPhoenix wrote:
Oh, that's what it does? I thought it simply reduced health regen, but not hp itself. It should be reworded, I think.




The tool tip is auto-generated and the property uses the word "Regeneration" but that's not appropriate when the value is negative. Maybe a better term or override the tool tip on this?
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9 years ago
May 16, 2016, 10:46:37 AM
Frogsquadron wrote:


There is a winter effect in the list that says "-15% Health regen from winter in non-allied territory".



Basically as soon as you're outside your own region and not within the confines of a friend's territory, your troops will progressively lose health.




Oh, that's what it does? I thought it simply reduced health regen, but not hp itself. It should be reworded, I think.
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9 years ago
May 16, 2016, 10:08:44 AM
Approved the post. I'll take a look, thank you. :)





EDIT:







There is a winter effect in the list that says "-15% Health regen from winter in non-allied territory".



Basically as soon as you're outside your own region and not within the confines of a friend's territory, your troops will progressively lose health.
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9 years ago
May 13, 2016, 2:29:32 PM
Oh, my Reply from yesterday with a link to the savegame is still not approved by a moderator and invisible

so i try a new link:



DOT projekt-bananenbrot DOT de/280.zip



i think you will figure it out :)
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9 years ago
May 12, 2016, 3:55:04 PM
kanuddel wrote:
So, i loaded my old savegame and made a test. I hope u can understand it, because i dont know the english translations of the units.



I took an Army of 4 "Rumblers" out of theere spawning camp. It is winter all time during the test. It is outsinde my only territory. I will not move them during the test. They dont have any Hero with them.



Round 280: They have 1547 Hitpoints. Full HP.

Round 281: They have 1160 HP

Round 282: They have 774 HP

Round 283: They have 774 HP. I dont know why they dont loss any HP this round.

Round 284: Thay have 387 HP

Round 285: Thay have 387 HP. Dont know why..

Round 286: They are Dead.



Can i see, what the current winter effects do? i was searching that information ingame but did not found it. And i can say, this happens in every late winter in this game. And its like 20+ rounds of winter and then 1 or 2 Summer-rounds.




Can you upload a save game so we can take a look? :)
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9 years ago
May 12, 2016, 2:20:27 PM
So, i loaded my old savegame and made a test. I hope u can understand it, because i dont know the english translations of the units.



I took an Army of 4 "Rumblers" out of theere spawning camp. It is winter all time during the test. It is outsinde my only territory. I will not move them during the test. They dont have any Hero with them.



Round 280: They have 1547 Hitpoints. Full HP.

Round 281: They have 1160 HP

Round 282: They have 774 HP

Round 283: They have 774 HP. I dont know why they dont loss any HP this round.

Round 284: Thay have 387 HP

Round 285: Thay have 387 HP. Dont know why..

Round 286: They are Dead.



Can i see, what the current winter effects do? i was searching that information ingame but did not found it. And i can say, this happens in every late winter in this game. And its like 20+ rounds of winter and then 1 or 2 Summer-rounds.
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9 years ago
May 8, 2016, 2:31:06 PM
Hi,

I am playing a large map, vs 7 AI. Brutal difficulty, Round 271 at the moment, but still not big or something, because im new to this game.

I'm just wondering how cultist armys will survive long winters outside of the only one territory they own.
Every round they drop some health till they die.
They regen in the own territory or in thoose creep cities they convert.
But the map is big and I cant stay near my territory.
Putting all my Army in converted cities means: Here an army, there an army, easy targets for near enemys. (espacially the biggest enemy has 8-slotted armys with sometimes level-14-units or something and i have just 8 slotted with level 5 or 6). (Yes i know, i maybe lose this game - we will see)

i can take one hero with my army with those "no winter effect" skill... But this is for just one army then.
I hope, i dont need an so much levelled hero on each of my armies.

So, yeah, a little advise for the winter would be nice! Thank you.

kanuddel
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9 years ago
May 12, 2016, 11:36:14 AM
kanuddel wrote:
In the game that was the reason for this thread, my army loss hitpoints every round in winter.




If that´s a winter effect, I´m not aware and never noticed it. I thought you meant that your units weren´t healing after battles as they would in summer.



If that´s happening, you really don´t want to fight in the winter, since being as full on hp as possible is quite important.
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9 years ago
May 12, 2016, 11:04:12 AM
Thank you for all that advice!



But i still have one question.

The only way winter can harm your military aspirations is by reducing your movement, which is more like an offset to fact you have easy access to extra movement points from empire plan for about half the game.


In the game that was the reason for this thread, my army loss hitpoints every round in winter. Is there a way to stop this? Except having an well equipped hero on every army?

But yeah, my failure was, that i did not spent much in army-related technologies. So I needed many of my weak Units instead of a few strong units. In my newer games i already chanced this.
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9 years ago
May 11, 2016, 9:39:33 PM
Like Frogsquadron said, timing is very important on the hardest difficulties because it gives the AI an opportunity to capitalize on the only advantage it has over you, which are their economic bonuses. The things is, if you time your attacks right, you won´t lose many units, not important ones anyway (fully equipped Nameless Guards).



You want at least two strong generals fast, before turn 30/40 for fast speed or 40/60 for normal. You want them with a large proportion of Nameless Guards with the best weapon you can afford and the cultist quest-accessory. You want high initiative cannon fodder with very little to no expensive equipment, like Fanatics, Gauran, Nidya and Dorgeshi. You want to shamelessly buy resources you don´t have from the market in order to equip your units as soon as possible. You don´t want to field converted mercenaries (or even keep them), since they´re an absolute waste of military upkeep.



You want, above anything, to have huge industry in order to make at least half an army every turn when you´re at war. This way, it doesn´t matter if your cannonfodder dies. You actually might want to send many decoy armies of these mobile cannonfodder to waste the AI´s movement and action points.



The only way winter can harm your military aspirations is by reducing your movement, which is more like an offset to fact you have easy access to extra movement points from empire plan for about half the game.
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9 years ago
May 11, 2016, 7:35:01 PM
Hi again,



to answer your questions:

I Have Endless Legend with all Add-Ons, except the newest one: Shifters.



I never ever play any kind of game on normal difficulty. it is always to easy, also for learning, because the enemy is mega weak everytime. But thats not the problem. With other fractions i can beat brutal AI Players in the first try and dont need so much time. But with cultists on a big map with 7 AI is too hard for me because of the winter. I would need some land where several armys stand next to each other and heal up. Or whatever



So, for tipps how to play Cultists in the winter, I am open. Because thats my favourite fractions concept in the game.



Thank you,

kanuddel
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9 years ago
May 10, 2016, 7:25:53 PM
Suggestion :



It would be usefull if Cultist converted villages could act as allied land on the adjacent hexagones. It would be logical and usefull.



Another thing : they could act as detection tower too, for now it's very hard to cultist to have a decent anti stealth tools out of their capital.
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9 years ago
May 10, 2016, 4:14:33 PM
Do you have any of the expansions, or is this just vanilla Endless Legend? I only ask as that can change what advice is given.



In general though, Frogsquadron is right on.
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9 years ago
May 10, 2016, 2:52:45 PM
So for a start if you're new you probably shouldn't play in the harder difficulty modes. You might be able to plod along but if most of what you're doing is trying to survive, you're not going to have a great time.



For a start, round 271 is exceedingly late in the game. Unless you're playing on Endless speed, which I wouldn't necessarily recommend for a new player.



For armies, by turn 271 it's no wonder your enemies' are a very high level if they've been fighting. Generally one or a couple of very well-equipped armies are enough to take on an enemy if you can consistently win battles. Think about using reinforcement slots to try and get other armies to join the fray when you're fighting, that might help. :)



edit: difficulty => speed
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