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Shadows Expansion - Custom Factions

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9 years ago
Dec 19, 2015, 2:32:23 AM
Hey ho guys!



Ive started this thread to get some ideas for my custom factions. I really like this game but im struggling with that new faction "The Forgotten" and i would like to ask you to share your opinion.



To make it a bit bigger and helpful for other people you could share your builds of other factions too or just give some advices to make the start easier smiley: smile



So take it easy. And lets do some crazy, creative stuff smiley: cool



Just to start up ive tried to make an effective way of "The Forgotten":





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9 years ago
Dec 20, 2015, 6:52:40 AM
Copperwire1632 wrote:
Really different approaches.




My build isn't really aimed at playing the game by the rules. It's more of a gimmicky example of how broken custom factions can get. The goal is to eliminate every other empire before the first empire plan, and strangely enough, Forgotten are one of the better faction bases to do that since you get a lot of points and can buy the first few techs so cheaply. Buy merc market, buy any flyers you can, aim them at starting locations, and put all your pop on influence for war declarations.
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9 years ago
Dec 20, 2015, 9:03:30 AM
Oh I certainly see that. It is a pointy thing. Mines more a wave catcher.



It has issues on Endless - the AI's tech up and get the Deeds a lot. On Impossible, I am slowly trying to get econ down below 100. Hit 112 today. Slow but steady.
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9 years ago
Dec 20, 2015, 12:24:17 PM
natev wrote:
My build isn't really aimed at playing the game by the rules. It's more of a gimmicky example of how broken custom factions can get. The goal is to eliminate every other empire before the first empire plan, and strangely enough, Forgotten are one of the better faction bases to do that since you get a lot of points and can buy the first few techs so cheaply. Buy merc market, buy any flyers you can, aim them at starting locations, and put all your pop on influence for war declarations.




Awesome, yeah pretty different approaches. Nice to see that some people really think about their builds smiley: smile



Hmm i see what u did there.. but i think for me this playstyle is too "rushy".

The build of Copperwire seems to be more interesting for me..



I need a bit time to analyze it.
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9 years ago
Dec 20, 2015, 7:48:01 PM
You like broken things?







Here you go.



Era II, with the Slavery Tech, its 134, which is that same as any T1 building.
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9 years ago
Dec 20, 2015, 8:07:16 PM
Copperwire1632 wrote:
You like broken things?

...





What?! hmm i dont like broken things.. there is no fun to play if u use these unbalanced things to win a game..



But it is interesting to see what the devs implemented there smiley: biggrin so this can be done with every faction?
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9 years ago
Dec 20, 2015, 8:53:50 PM
Not quite as much or as easily, but yes; rushing to a neighbor with more then one village and getting a quest you can do within a few turns is possible with all factions.



The rest is playing with the broken point system.
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9 years ago
Dec 21, 2015, 9:17:07 AM
Copperwire1632 wrote:
You like broken things?


You're a bad person Copperwire smiley: stickouttongue



We try to keep all the base versions of the factions fairly balanced (Forgotten, I'll admit, are hard to play) but we wanted to give plenty of flexibility for custom factions, which means that there's a potential to create over-powered factions using the system. We'd rather keep the system fairly open and rely on player-chosen and enforced "house rules" to decide what can and can't be used in multiplayer.
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9 years ago
Dec 21, 2015, 12:56:40 PM
yeah i see it: Keep up the imbalanced things until someone "breaks" the game.. isnt it something like a slogan for the devs? smiley: biggrin



i think its time for a hotfix!! hehe xD



But lets get back to the custom, @Copperwire.. isnt this screenshot a result of the build youve posted? - smiley: frown
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9 years ago
Dec 21, 2015, 1:34:09 PM
Schwarz wrote:
yeah i see it: Keep up the imbalanced things until someone "breaks" the game.. isnt it something like a slogan for the devs? smiley: biggrin



i think its time for a hotfix!! hehe xD



But lets get back to the custom, @Copperwire.. isnt this screenshot a result of the build youve posted? - smiley: frown




It certainly is. And, frankly, I would not really suggest you play using that build. I posted it both in response to Natev's theme (which seems, at least to me, to be broken things) and as a demonstration of a route to treating the Forgotten as an economic powerhouse. If anything, I'd suggest you look at peoples custom faction posts as a place to get ideas rather then something to copy.



Personally, I play with Vanilla RC and F almost exclusively; because they are not easy and they both have themes that are different from the "standard opening" play common to many factions. To me, play is a lot like running; I strive to shave a few turns off. Still, it is a game and some of the joy in that, especially in a game that gives you so much control of the "sandbox", is playing however makes you happy.
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9 years ago
Dec 21, 2015, 2:04:58 PM
Thanks for your advice but it wasnt my intention to copy any builds.. maybe you misunderstood my concern



The same way i misunderstood yours smiley: biggrin



For everyone:

Getting ideas is exactly what iam trying to do within this thread! smiley: wink





To read the people's mind behind their posts is much harder.. Or maybe it was too subtile for me.. Sorry
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9 years ago
Dec 21, 2015, 3:09:54 PM
wilbefast wrote:
You're a bad person Copperwire smiley: stickouttongue



We try to keep all the base versions of the factions fairly balanced (Forgotten, I'll admit, are hard to play) but we wanted to give plenty of flexibility for custom factions, which means that there's a potential to create over-powered factions using the system. We'd rather keep the system fairly open and rely on player-chosen and enforced "house rules" to decide what can and can't be used in multiplayer.




I've been trying to play more and more forgotten and I don't feel as they are so bad as I thought they were in the beginning. But it definitely takes a number of playthroughs to really understand how to best utilize them. They are a very high risk faction (although I hesitate to call them high reward). There is certainly significant reward, but in a game like this where everything is so conditional on every playthrough, you can't expect to hit the lottery consistently.



I've had games with the forgotten where I struggle to get tech, but I've found that I will be much better off, if I just buy out era 1 entirely and focus on stealing the rest of my technology. which means focusing on dust early on. This seems to be the only way to consistently play with the forgotten. And this gets tough when you are on small maps with lots of players and not a lot of good places to settle for dust.



P.S. I still think it is important that pillaging with stealth units should not reveal the faction performing the pillage unless seen by the pillaged players army. My stealth units should be able to secretly sabotage improvements.
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9 years ago
Dec 22, 2015, 8:52:13 AM
UnknownAspect wrote:
I've had games with the forgotten where I struggle to get tech, but I've found that I will be much better off, if I just buy out era 1 entirely and focus on stealing the rest of my technology. which means focusing on dust early on.


Yeah, like Broken Lords they are extremely dust-dependant - ideally though they should be getting their dust from pillage mid-game, and their technology from espionage. Both of these tend to make you enemies though, so they're exceedingly tricky to play. I personally find them a lot of fun though smiley: smile



UnknownAspect wrote:


P.S. I still think it is important that pillaging with stealth units should not reveal the faction performing the pillage unless seen by the pillaged players army. My stealth units should be able to secretly sabotage improvements.


This should be the case whenever the stealth units are not revealed. However all units and buildings have a detection range of at least 1, and points of interest have a vision range of 1 so will detect units which pillage them. To get around this you can pillage from high-ground or pillage during winter (when the vision of these buildings is reduced to 0). If you do this you will not be detected at your opponent with see a grey pillage progress reticule as though a minor faction were doing the pillage!
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