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[Draft] Unit Comparison Table

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9 years ago
Jan 20, 2016, 1:07:36 PM
Better slightly late than never! :P



Thanks, seeing how the wiki is not updated, this resource will prove quite useful.
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9 years ago
Jan 17, 2016, 1:28:05 AM
Pretty good advice lilyophelia, I'll look into putting that together.



The units that can't use all of the gear usually make up for it by having a higher weighted stat total than those units that can use them all.
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9 years ago
Jan 17, 2016, 5:25:47 PM
Thanks for putting this together, Avilyss.

I used to have a big excel spreadsheet with it all, but lost it with my HD crash, and haven't finished putting it back together yet. If I sent you a spreadsheet with the completely stripped down values (taken straight from the xml files), would you be able to easily incorporate these here?

In addition to Lolyophelia's suggestion, I think the selection of weapons might be interesting to note on the table, as sometimes players might just be looking for a unit with access to a specific -slayer trait to counter an enemy.



I don't quite agree that Mysts are fragile, at least not as far as flyers are concerned. They might not have the most HP of all flyers, but they have a base defense stat that beats most flyers and many infantry units, and unlike most flyers, they can equip Swords, which give a small bonus to Defense as well. They're not tough, but they're not necessarily glass cannons, either.



Also, to answer Natev's question: The xml files list the level bonus as 20% of the base stats (i.e. before any weapons, armor, or trinkets), though only 10% for heroes for some reason.
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9 years ago
Jan 17, 2016, 5:43:12 PM
The-Cat-o-Nine-Tales wrote:


I don't quite agree that Mysts are fragile, at least not as far as flyers are concerned. They might not have the most HP of all flyers, but they have a base defense stat that beats most flyers and many infantry units, and unlike most flyers, they can equip Swords, which give a small bonus to Defense as well. They're not tough, but they're not necessarily glass cannons, either.




Mysts can only equip spears and claws though, not swords.



But I do agree that they are great units, esp since they are very cheap.
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9 years ago
Jan 17, 2016, 6:00:08 PM
The-Cat-o-Nine-Tales wrote:
Thanks for putting this together, Avilyss.

I used to have a big excel spreadsheet with it all, but lost it with my HD crash, and haven't finished putting it back together yet. If I sent you a spreadsheet with the completely stripped down values (taken straight from the xml files), would you be able to easily incorporate these here?

In addition to Lolyophelia's suggestion, I think the selection of weapons might be interesting to note on the table, as sometimes players might just be looking for a unit with access to a specific -slayer trait to counter an enemy.



I don't quite agree that Mysts are fragile, at least not as far as flyers are concerned. They might not have the most HP of all flyers, but they have a base defense stat that beats most flyers and many infantry units, and unlike most flyers, they can equip Swords, which give a small bonus to Defense as well. They're not tough, but they're not necessarily glass cannons, either.



Also, to answer Natev's question: The xml files list the level bonus as 20% of the base stats (i.e. before any weapons, armor, or trinkets), though only 10% for heroes for some reason.




Sure! If you want to send the raw data over, I'll get working on transcribing it over, thanks!
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9 years ago
Jan 17, 2016, 6:08:40 PM
Yeah, my mistake. Confused their loadout with the Assassins. Spears still give between +4 and +8 Defense (not taking into account material), if I recall correctly. Not as good as getting a shield, but still a small buff.
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9 years ago
Jan 17, 2016, 6:43:04 PM
Regarding the weapons each units can use -



Factional -



WW

Dekari Ranger - Bow / Crossbow / Shield

Agache Shaman - Wand (Unsteady - reduces attack) / Staff (Slow Down)

Tenei Walker - 2H (two handed) Axe / Claws



BL

Stalwart - Sword / 2H Sword / Shield

Ryder - Hammer / Spear

Dust Bishop - Wand / Scepter (Exhaustion - reduces defense)



Vaulters

Marine - Bow / Crossbow / Shield

Dawn Officer - Axe / Shield / 2H Axe

Titan - Claws / Sword / Shield



Necrophages

Forager - Claws / Axe / Shield

Necrodrone - Claws

Proliferator - Claws / Wand



AM

Telsem Warlock - Claws / Spear

Ateshi Zealot - Wand / Staff

Enequa Wing - Claws



RC

Dervish - Hammer / Shield / Spear

Kassai - Bow / Crossbow / Shield

Yirmak - Claws / Spear



Drakken

Drakkenling - Sword / Shield / Spear

Wyvern - Claws

Ancient - Claws / Wand



Cult

Preacher - Wand / Staff

Fanatic - Claws

Nameless Guard - Bow / Crossbow / Shield



Forgotten

Assassin - Sword / Axe / Claws

Predatore - Bow / Crossbow / Shield

Myst - Claws / Spear



I´m doing this by memory, please correct me when you know I´m wrong. I´ll edit for the Minor Factions.



Delvers - Hammer / Shield / 2H Hammer

Nydia - Axe / Shield / Spear

Gauran - 2H Axe / Spear

Ercys - Claws

Ceratan - Claws

Urces - Claws / 2H Hammer

Jotus - Bow / Crossbow / Shield

Haunts - 2H Sword / Spear

Dorgeshi - 2H Sword / Spear

Hurnas - Bow / Crossbow / Shield

Kajanzi - Claws / 2H Axe

Eyeless Ones - Wand / Staff / Scepter

Bos - Axe / Shield / Spear

Geldirus - Claws

Sisters of Mercy - 2H Sword / Sword / Shield / Spear

Silics - Claws / 2H Hammer



edit2: Heroes



Wild Walkers - Bow / Crossbow / Shield / Wand

Broken Lords - Sword / Shield / 2H Sword / Spear

Vaulters - Bow / Crossbow / Shield

Necrophages - Sword / Shield / 2H Axe / Claws

Ardent Mages - Wand / Staff / Scepter

Roving Clans - Bow / Crossbow / Shield

Drakken - Wand / Staff / Scepter

Cult - Sword / Shield / Claws

Forgotten - Sword / 2H Sword / Axe / Claws

Eslek Tarosh - Spear / 2H Sword
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9 years ago
Jan 17, 2016, 6:48:25 PM
BPrado wrote:


RC

Dervish - 2H Hammer / Spear





Dervishes can equip hammers with shields, they are not 2h (unlike the Ryder).
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9 years ago
Jan 17, 2016, 6:54:05 PM
KnightofPhoenix wrote:
Dervishes can equip hammers with shields, they are not 2h (unlike the Ryder).




Cool, I´ll check that, thanks. But the ryder´s hammer is one-handed, it just can´t equip anything in the offhand for balance.
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9 years ago
Jan 17, 2016, 7:14:59 PM
BPrado wrote:
Cool, I´ll check that, thanks. But the ryder´s hammer is one-handed, it just can´t equip anything in the offhand for balance.




Yea I mean 2h as in they can't equip anything else with it.
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9 years ago
Jan 18, 2016, 1:37:52 PM
Sorry for the delay BPrado, I'm working at adding that information to the front post. Very busy day yesterday, I'll try to have it up later today.



Thanks!
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9 years ago
Jan 20, 2016, 11:42:56 AM
KnightofPhoenix wrote:
I think this should be stickied, it is a valuable resource.




Two days later:





BOOM, IMMEDIATE REACTION



(stickied for awesome)
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9 years ago
Jan 12, 2016, 12:09:07 AM
Below is the legend and definitions. Anything with a parenthesis is level-based definitions. For example: "+(50/100/150) damage to Guardians)" would be level 1, level 2 and level 3 respectively.



Anything written in red (not highlighted) is information that I haven't finished testing and either don't have all of the level increments or am not entirely sure that's the way it works. Anything blank simply hasn't been play tested yet and so a definition isn't provided until I finish testing it.







[TD="width:167,bgcolor:#FFFF99"]LEGEND[/TD]

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TRAIT DESCRIPTION
ABBREVIATION MEANING Acceleration Doubles the movement of the target for 3 rounds
(I) Industry Acrobat Can pass through opponent units
(W) Worker Ardent Fire Converts percentage of lost life into attack bonus
(T) Titanium Bark Skin (1/2/3/4)
(G) Glassteel Beam Overrides default attack only, allows to attack units behind initial target up to 3 tiles
(A) Adamantian Block (1/2/3/4) +(10%/20%/30%/40%) defense when attacked
(P) Palladian Blocked Growth Stops Food production while being trained
(M) Mithrite Blood Rage +50% damage when target dies before end of round
(H) Hyperium Cavalry Slayer (1/2/3/4) +(20%/30%/40%/50%) damage to cavalry units
Chain Lightning Overrides default attack only, does not work against unit with fortification, deals normal damage to initial target and 20% to opponents adjacent to initial target, the 20% damage is spread from unit to adjacent unit
Charge (1/2/3) +(25%/) attack if unit moves, +(10%/) per movement point spent
Circular Attack Overrides default attack only, allows attacking all adjacent units for 50% damage
Cocoon Stuns a friendly unit and increases its defense by 100% for 1 round, this unit gains life equal to the caster's damage
Colonization Can colonize a neutral region
Crippling Charge 10% chance per movement point spent to stun the target for 2 rounds when attacking
Crusher Ignores movement penalties due to terrain
Dark Proof
Defensive Impulse
Disease (1/2/3/4) Allows unit to transfer disease to its target when attack, diseased units suffer loss of (10%/) of its life every round. Upon death, disease is transferred to adjacent units.
Disease Immunity Provides immunity against any disease or parasitism
Dual Wield Can equip two one-handed weapons, -50% attributes on left-handed weapon
Dust Care Can be healed with Dust
Earthquake Overrides default attack only, deals 25% damage on all opponents when attacking
Eternal Fire Burns its target for 6 rounds when attacking, burning unit loses 15% of its life every round
Exhaustion (1/2/3/4) -(10%/20%/30%/40%) defense on target for 2 rounds
Fast (1/2/3/4) +(1/2/3/4) battle movement
Fast Learner (1/2/3/4) +(25%/) to XP gains
Faster Than Shadows Overrides default attack only, allows does not work against units with fortification, deals normal damage to the target and to units adjacent to the target, the damage is spread from unit to adjacent unit
Fire Rain
Flood Can destroy watchtowers and extractors (radius of 1 tile)
Fly Can fly over ridges and cliffs, ignores line of sight
Flying Slayer (1/2/3/4) +(20%/30%/40%/50%) damage dealt to flying units
Forest Rage +50% attack while on a forest tile
Fortify Doubles the fortifications of a city
Free Counter Can counter once more
Guardian Aura Heals the adjacent armies by an amount equal to 100% of their life
Guardian Nature Provides immunity against winter battle effects, provides immunity against any debuff or disease
Guardian Slayer (1/2/3) +(50/100/150) damage against Guardians, +(50/100/150) attack against Guardians
Heal
Healing Halo
Improved Damage (1/2/3) +(10%/20%30%) damage on unit
Improved High Ground (1/2/3) +(30%/60%/90%) to the bonus provided by high ground
Improved Initiative (1/2/3) +(10%/20%/30%) initiative on unit
Improved Life (1/2/3) +(x/40%/) life on unit
Improved Morale (1/2/3) +(0.5/1/1.5) Morale per adjacent enemy
Improved Movement (1/2/3) Level 1: (X) Level 2: (X) (Level 3: +7 initiative, +3 movement, +1 battle movement)
Improved Vision (1/2/3) +(1/2/3) sight range on unit
Infantry Slayer (1/2/3/4) (+20%/30%/40%/50%) damage dealt to infantry units
Last Resort (1/2/3) -(10%/20%/30%) life loss during siege on city
Life Drain (1/2/3/4) +(1/2/3/4) life drained per level from the target when attacking or counterattacking
Life Siphon Heals nearby friendly units for 35% of the normal damage dealt when attacking
Long Range Attack range of 4 tiles (-1 Morale per adjacent enemy)
Mind Control 50% chance to mind control the target when attack, the mind controlled unit will immediately attack its closest friendly unit
Minor Faction Slayer (1/2/3/4) +(20%/30%/40%/50%) damage dealt to Minor Faction units
Point-Blank Power (1/2/3/4) +(10%/20%/30%) attack power when performing close range attack
Predator's Mark When hit, opponents are marked for the 2 next rounds (up to 3 marks), when attacking a marked target deals 20% extra damage per number of marks
Range Attack range of 3 tiles (-1 Morale per adjacent enemy)
Ranged Slayer (1/2/3/4) +(20%/30%/40%/50%) damage dealt to ranged units
Regeneration (1/2/3)
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9 years ago
Jan 20, 2016, 4:49:59 PM
Wow, stickied? Sweet!



I apologize for the delay in updating, I've recently had a change of employment and it's taken a bit to adjust. I should have some time this weekend to update this sheet with BPrado's information and some of the requests/suggestions.
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9 years ago
Jan 21, 2016, 8:54:09 AM
KnightofPhoenix wrote:
Better slightly late than never! :P



Thanks, seeing how the wiki is not updated, this resource will prove quite useful.






Anybody can update the wiki... lol



Avilyss wrote:
Wow, stickied? Sweet!



I apologize for the delay in updating, I've recently had a change of employment and it's taken a bit to adjust. I should have some time this weekend to update this sheet with BPrado's information and some of the requests/suggestions.






Congrats on the new job, and no worries, I think everyone is fine with the updating schedule. smiley: wink
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9 years ago
Jan 22, 2016, 1:31:45 PM
Thank you very much for these informations Avilyss. It's a big work.



Can be usefull for moders or whoever wants to have a clear view of the situation.
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9 years ago
Jan 26, 2016, 4:32:38 AM
I totally need the equipment slots right at this moment. But yeah, this is really helpful and super pretty to look at! <3
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9 years ago
Feb 1, 2016, 3:55:02 PM
They changed based on era, BPrado. Their stats are very close to the foragers, except they tend to be a little stronger than foragers.
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9 years ago
Feb 5, 2016, 8:43:19 PM
I haven't tested it to make sure, but I can almost swear that battleborn stats depend on the creature they were born from.
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9 years ago
Feb 11, 2016, 1:31:17 PM
lilyophelia wrote:
They changed based on era, BPrado. Their stats are very close to the foragers, except they tend to be a little stronger than foragers.




That is correct. Base stats are the Foragers', except levelling up with eras. smiley: smile
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8 years ago
Oct 12, 2016, 7:21:42 PM
Thanks for the effort!

However, there is something seriously wrong with this forum post! Dimensions etc are really weird, I had to scroll down for minutes to get to the table..


Ravaeron


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9 years ago
Jan 16, 2016, 11:32:44 AM
I think this should be stickied, it is a valuable resource.
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9 years ago
Jan 12, 2016, 12:02:25 AM
So, I've been slowly putting together a table showing the base units compared to one another. It's still very much a work in progress but I figured I'd post it here in rough form to give some indication of what I'm doing. The table is broken down into several columns showing information about each unit with the units' traits at the very end. I'll post a legend for the "cost" and a definition list for the "traits" following this post.



As this is still a work in progress, expect it to be updated frequently and I am, of course, open to suggestions. It should be stated the "speed" column is out-of-battle movement speed, I'll add battle movement later but that takes a bit more time.



The final work will be an attached spreadsheet for download, which will include all of this information, as well as a unit comparison tab where you can show units side-by-side and a search field where you can type in a certain trait and it will show you which units and equipment have that trait. That is still some time away though.



DISCLAIMER:The costs are their base values before any variables are added. Production costs increase throughout the game based on the current era, number of cities and other variables. The values listed in this chart are the base values with no variables attached.







[TD="width:135,bgcolor:#DDDDDD"]FACTION[/TD]

[TD="width:118,bgcolor:#DDDDDD"]UNIT NAME[/TD]

[TD="width:66,bgcolor:#DDDDDD"]TYPE[/TD]

[TD="width:233,bgcolor:#DDDDDD"]COST[/TD]

[TD="width:36,bgcolor:#DDDDDD"]LIFE[/TD]

[TD="width:51,bgcolor:#DDDDDD"]SPEED[/TD]

[TD="width:60,bgcolor:#DDDDDD"]ATTACK[/TD]

[TD="width:68,bgcolor:#DDDDDD"]DEFENSE[/TD]

[TD="width:77,bgcolor:#DDDDDD"]INITIATIVE[/TD]

[TD="width:64,bgcolor:#DDDDDD"]DAMAGE[/TD]

[TD="width:576,bgcolor:#DDDDDD"]TRAITS[/TD]













































































































































































































































































































































































































































































































































































Wild Walkers Settler Infantry 134(I) 1(W) 24 4 22 9 18 10 Colonization, Blocked Growth, Unsellable, Forest Rage, Cavalry Slayer 2
Wild Walkers Dekari Ranger Ranged 78(I) 60 4 51 18 35 22 Long Range, Forest Rage, Point Blank Power 1, Block 1, Sharp Sense 1
Wild Walkers Agache Shaman Support 30(I) 52 4 22 36 30 16 Range, Bark Skin 3, Forest Rage, Slow Down
Wild Walkers Tenei Walker Infantry 140(I) 180 4 34 46 18 42 Forest Rage, Sweep Strike Back 2
Broken Lords Settler Infantry 134(I) 1(W) 24 4 22 9 18 10 Colonization, Unsellable, Dust Care, Cavalry Slayer 2
Broken Lords Stalwarts Infantry 78(I) 140 4 27 52 10 22 Dust Care, Soul Leech, Fast 1, Infantry Slayer 1, Block 1, Sharp Sense 1
Broken Lords Ryder Cavalry 60(I) 108 6 37 34 22 32 Dust Care, Charge 1, Life Drain 2, Slow 1, Stun 1
Broken Lords Dust Bishop Support 120(I) 144 4 14 28 6 34 Range, Dust Care, Life Siphon, Exhaustion 1
Vaulters/Mezari Settler Infantry 134(I) 1(W) 24 4 22 9 18 10 Colonization, Blocked Growth, Unsellable, Cavalry Slayer 2
Vaulters/mezari Marine Ranged 98(I) 68 4 47 22 21 34 Range, Technolover, Point Blank Power 1, Block 1, Sharp Sense 1
Vaulters/Mezari Dawn Officer Cavalry 80(I) 116 6 27 38 33 22 Charge 1, Fast 2, Technolover, Ranged Slayer 1, Block 1, Sharp Sense 1
Vaulters/Mezari Titan Infantry 140(I) 156 4 33 56 14 30 Defensive Impulse, Slow 1, Technolover, Infantry Slayer 1, Block 1, Sharp Sense 1
Necrophages Settler Infantry 134(I) 1(W) 24 4 22 9 18 10 Colonization, Blocked Growth, Unsellable, Disease Immunity, Cavalry Slayer 2
Necrophages Forager Infantry 78(I) 100 4 31 38 31 24 Disease 1, Disease Immunity, Ranged Slayer 1, Block 1, Sharp Sense 1
Necrophages Necrodrone Flying 144(I) 124 6 48 36 30 46 Disease Immunity, Disease 1, Fly, Sweep Strike Back 2
Necrophages Proliferator Support 120(I) 52 4 22 32 26 32 Range, Disease Immunity, Parasitism, Vaccination, Sweep Strike Back 2
Ardent Mages Settler Infantry 134(I) 1(W) 24 4 22 9 18 10 Ardent Fire, Colonization, Blocked Growth, Unsellable, Cavalry Slayer 2
Ardent Mages Telsem Warlock Infantry
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9 years ago
Jan 12, 2016, 10:21:39 AM
As I said in another thread, you are an angel.



Very well done! And thank you so much for all the effort and time you've put.



Question. Since tier 3 units are always going to be level 2 when first unlocked, is the cost shown here taking their level into account or is level also removed like every other variable? If so, how were you able to see their cost at level 1?
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9 years ago
Jan 12, 2016, 12:46:46 PM
The level is removed like every other variable. The costs you see listed are found from starting a new game and before you build your first city, go to the unit editor and edit your starting units (Settler and starting units) and then going to the research screen and hovering over their research module. It will display their current industry cost under your empire's current conditions (no city, level 1, no other variables) which is as close as I can get to the raw industry cost without parsing the game's data files.
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9 years ago
Jan 12, 2016, 12:51:55 PM
I see. Excellent!



Does seem like the Eneqa wing is a bit over priced, from the looks of things.
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9 years ago
Jan 12, 2016, 3:59:26 PM
I agree. It's a powerful unit but I'm not sure it's worth quite the price. To be fair, I haven't play tested its effectiveness too much yet so I'm not sure how well it holds up.
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9 years ago
Jan 12, 2016, 4:24:42 PM
I've played Ardent Mages several times (only sp), and from my experience, the Eneqa Wing is quite a potent unit. A good flyer with good stats, filling the role of tank in the Ardent Mage military. The fact that it revives makes it quite durable, esp if supported by a Drakken hero.



That said, I don't think the 250 smiley: industry is justified, esp when comparable units are much cheaper (the necrodrone, for instance, is stat wise quite similar, with the added benefit of being already researched and having disease. And yet it is still more than a 100 smiley: industry cheaper). Personally, I think a 200 smiley: industry cost for the Eneqa Wing is more appropriate. Still expensive by virtue of its survivability, but not excessively so.
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9 years ago
Jan 12, 2016, 4:47:06 PM
This is an amazing resource; thank you very much.



One clerical, formatting suggestion: I think most stats are intuitively linked in pairs and hence it would be better if they are next to each other for quick unit appraisals. So instead of "LIFE SPEED ATTACK DEFENSE INITIATIVE DAMAGE" format, it would be better to have something like "LIFE DEFENSE DAMAGE ATTACK SPEED INITIATIVE," etc. So if you want to measure a unit's tanking capacity, the relevant stats (HPs and Defense) would be right next to one another.



Of course, this may matter more for someone like me, 1) who is old and have eye-sight issues; and 2) who has a tendency to over-rationalize or systematize everything! smiley: wink



Also, are these all up-dated stats? I haven't used Sisters in several games, but I thought they got a more substantial boost than what you've posted. But I could obviously be wrong, given my fleeting memory - and mind! - these days.
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9 years ago
Jan 12, 2016, 4:49:21 PM
KnightofPhoenix wrote:
I've played Ardent Mages several times (only sp), and from my experience, the Eneqa Wing is quite a potent unit. A good flyer with good stats, filling the role of tank in the Ardent Mage military. The fact that it revives makes it quite durable, esp if supported by a Drakken hero.



That said, I don't think the 250 smiley: industry is justified, esp when comparable units are much cheaper (the necrodrone, for instance, is stat wise quite similar, with the added benefit of being already researched and having disease. And yet it is still more than a 100 smiley: industry cheaper). Personally, I think a 200 smiley: industry cost for the Eneqa Wing is more appropriate. Still expensive by virtue of its survivability, but not excessively so.




I don't use them, because they look so goddarn-awful.



Really, I want to play more races than just Vaulters/Mezari and Wild Walkers, but the faction aesthetics - yikes. But then I must be the only TBS/4x player who make faction/race choices heavily on the basis of aesthetics.
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9 years ago
Jan 12, 2016, 4:58:00 PM
Xenophon wrote:
This is an amazing resource; thank you very much.




Thank you, happy to help.



Xenophon wrote:
One clerical, formatting suggestion: I think most stats are intuitively linked in pairs and hence it would be better if they are next to each other for quick unit appraisals. So instead of "LIFE SPEED ATTACK DEFENSE INITIATIVE DAMAGE" format, it would be better to have something like "LIFE DEFENSE DAMAGE ATTACK SPEED INITIATIVE," etc. So if you want to measure a unit's tanking capacity, the relevant stats (HPs and Defense) would be right next to one another.




A good suggestion. I put them in the order they were on the unit display in-game but I think I can shuffle it around to put the paired stats together, I'll look into it.



Xenophon wrote:
Also, are these all up-dated stats? I haven't used Sisters in several games, but I thought they got a more substantial boost than what you've posted. But I could obviously be wrong, given my fleeting memory - and mind! - these days.




Yes, these are straight out of the game with the latest patches, updates and expansions.
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9 years ago
Jan 12, 2016, 5:06:11 PM
Xenophon wrote:
I don't use them, because they look so goddarn-awful.





Interesting, I think the Eneqa Wing is one of the most interesting and cool looking models in the game. The Ardent Mage aesthetics in general are quite attractive to me.



Would it help if I tell you that the Eneqa Wings are most likely not birds, but in fact Ateshi Zealots that have been mutilated, mutated, and transformed beyond recognition, burning agonizingly in perpetuity (listen carefully to how they scream in game)? smiley: stickouttongue



The subtle similarities between both the Zealot and Eneqa models is a very cool little detail that speaks volumes.
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9 years ago
Jan 12, 2016, 5:10:00 PM
KnightofPhoenix wrote:




Would it help if I tell you that the Eneqa Wings are most likely not birds, but in fact Ateshi Zealots that have been mutilated, mutated, and transformed beyond recognition, burning agonizingly in perpetuity (listen carefully to how they scream in game)? smiley: stickouttongue




That makes it worse! smiley: wink



I am a conservative guy, so I'd prefer units that look "normal" and have conventional backgrounds (of course, with normalcy and conventionality within a fantasy context overall). For instance, Broken Lords is a faction I'd love on the mechanics alone (I like tanky characters/units in both RPG/TBS games and hate the "range" game), but they are quasi-undead, so it's a no go. So I am doomed to weakling shooters of the Vaulters and Wild Walkers! smiley: wink
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9 years ago
Jan 12, 2016, 5:35:30 PM
Technically the Broken Lords are Dust-altered individuals who have foregone physical form and exist as Dust apparitions enchanting suits of armor. They're not really "undead" so much as "unliving."



Think "spirit Paladins" in terms of a fantasy setting and they're a lot easier to stomach for a conservative guy like yourself. smiley: smile
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9 years ago
Jan 12, 2016, 6:54:44 PM
Enequa Wings on manual battles are the single most annoying unit in the game, for the fact that you can only kill one of them if you "one shot" them during your turn. Any unit can occupy the tile in which the egg is, making it invulnerable until that unit dies. Manual also implies stun, so either you make little use of morale or risk getting your main body of army to be useless for half the battle. Enequa Wings have high stats for everything, making morale extremely efficient (and glory or death, and shared wisdom). The more you damage it, the more attack it will have to go through your own morale´s defense. It´s not overpriced.
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9 years ago
Jan 12, 2016, 8:17:51 PM
Thank you so much BPrado!



I'm curious about how level impacts these stats (there must be some kind of straight improvement?) as well as how +% improvements work... No, I haven't bothered to figure this out yet smiley: smile



I'm a big fan of Enequa Wing when playing as AM. They're the one AM unit that has some survivability, and they're the only unit that gets any play out of the Ardent Fire capacity. They can also steamroll really well because of their on-death heal. For sure, they need to be used with some healthy stun-spell artillery support, and I've had some occasions where healthy eggs have failed to survive the battle for some reason. (However, I've never really figured out a way to take advantage of the buggy egg behavior, and even then, another unit doesn't quite guarantee invulnerability, there's some weird stuff going on with orders that means that units can hit either the egg or another unit on top of the egg.)
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9 years ago
Jan 12, 2016, 9:44:02 PM
BPrado wrote:
Manual also implies stun, so either you make little use of morale or risk getting your main body of army to be useless for half the battle.




That, in my humble and not as experienced opinion, is more indication that the stun spell needs to have a substantial increase in price and have it be a one time use only (or have it so only AM heroes can cast it), as opposed to justifying the cost of the Eneqa. For sure Eneqa wing cost reduction needs to be supplemented by an increase in the cost of the stun spell (which I prefer over a nerf).
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9 years ago
Jan 12, 2016, 10:36:56 PM
natev wrote:
Thank you so much BPrado!





I think you mean Avilyss ^^ I would never have this patience.



re.: wings and eggs - I use high init on wings and very low on warlocks usually with adamantian. Tends to work even on auto. This way you can tell a dying Wing to attack someone within range of the warlock and tell the warlock to attack the same unit. Two wings in a row also tend to occupy the same tile. It´s useful to spread damage, because if a dying wing also kills its target, it´s a little more unlikely that occupying that tile with the egg will be the best option. You depend a little on the AI placing your units regardless.



I haven´t played online in like a couple of weeks maybe, or used AM offline, so if there´s something different regarding the eggs, I missed it. I´ve never seen them being damaged with a unit on top. I´m pretty sure they can be infected with disease and affected by pretty much every AoE ability though. Not entirely sure.



re.: stun - I only put that there because it makes little sense to analyze a unit in a vacuum. I don´t think there´s anything wrong with stun if nothing else is changed, it´s a rough balance but it´s there. If the AM get buffed somehow, like in the community balance patch, then I agree stun becomes too powerful.



Enequa are pretty awesome regardless. I took a long time to start using them, since ateshi zealot used to be so powerful with old T2, and when I started it took me a while to appreciate them. Especially because industry is such an issue for AM (here we go, there´s no analzying units in a vacuum ^^) and they´re the most expensive. But that´s balanced out by the fact that even if there was a hypotetical draw in a 6v6 fight, your 6 dead units would not actually be dead, just badly damaged. That would be industry you´d be saving.



They also have too be the main body of an AM´s army, which at least in my opinion is not true for the other factional Flyers.
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9 years ago
Jan 12, 2016, 10:42:53 PM
Doh! Thank you Avilyss! Thank you double as apology for getting it wrong the first time!
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9 years ago
Jan 13, 2016, 1:06:57 AM
natev wrote:
Doh! Thank you Avilyss! Thank you double as apology for getting it wrong the first time!




Haha, no need to apologize. I appreciate that the information I'm putting up is helpful.
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9 years ago
Jan 13, 2016, 1:08:57 AM
BPrado wrote:
They also have too be the main body of an AM´s army, which at least in my opinion is not true for the other factional Flyers.




With the potential exception of Mysts, who make up the main body of the Forsaken army and are a flying unit.
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9 years ago
Jan 13, 2016, 1:32:31 AM
Avilyss wrote:
With the potential exception of Mysts, who make up the main body of the Forsaken army and are a flying unit.




I would advise against using them as the main element on multiplayer where people always improve damage. Little health, not fast, they´re unreliable against Dekari, Nameless and Kassai at least. I always try to use Minor Factions as their main body on mp, something sturdy like rumblers, harmonite or gauran.



Same goes for necrodrone, which is even stronger and more key than Myst imo.
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9 years ago
Jan 16, 2016, 1:52:06 PM
This is a really awesome compilation of info. It's super helpful for when you're learning the units and where they all fit in and compare to one another.



One thing that might be helpful (because it does matter), is to eventually mark the units that can't use all the various pieces of gear (like Mysts that can't use boots). Maybe there could be a column that is either empty, or contains a negative number for the number of pieces of gear (usually boots it seems) that the unit is missing.



Not having access to all the slots makes these units a bit weaker, doesn't it?
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5 years ago
Jun 30, 2019, 8:07:19 AM

First post is broken. 


U can find table of Major faction unit here https://endless-legend.fandom.com/wiki/Units#Major_Faction_Units 

or here https://steamcommunity.com/sharedfiles/filedetails/?id=378205296 


And for Minor faction here http://web.archive.org/web/20150611092646/http://a.pomf.se/laervo.png 

and some info here https://endless-legend.fandom.com/wiki/Minor_Factions 

Updated 5 years ago.
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