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Author Topic: Warlock: Master of Bureacracy [Update 2: On The Treachery Of Spiders]  (Read 4661 times)

IronyOwl

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Re: Warlock: Master of Bureacracy
« Reply #15 on: December 15, 2012, 04:07:48 am »

Spoiler (click to show/hide)
Most wild monsters will be either wildlife or standard units from other races. If anything, I think monster races are less common than human or undead units.

Besides, even if it explained that, it still wouldn't make sense on its own. I guess werewolves are really good traders and humans really like being farmers?


Even better when you consider that half of Food overproduction it turned into gold. Essentially allowing you to get large amounts of gold through food production if you set yourself up correctly.

The Goblins greatest weakness however is that they probably have what I consider to be the worst low level units in the game (though their Shammans are invaluable in a way... Since Spirit magic is the only thing almost nothing in the game is immune to or has great resistance against)

The other is that I believe Goblins are dead last when it comes to research... and this is a game where Spells far outstrip almost any unit in the game (There are only a tiny few exceptions. One is Heros and the other are hidden fun stuff... if they ever get unlocked in this playthrough)

The other advantage Goblins and Undead have over the humans is they both have a unique Pumpkin patch building... and the blessings you get from it are almost invaluable (+3 regeneration is nothing to scoff at if you are making a Siege engine)
50% is a pretty shoddy exchange rate, so you're better focusing on gold when you want gold in all but a handful of circumstances.

Agreed on garbage basics and peculiarly handy shamans, but I don't consider the former all that bad because they're good enough until you can get their higher-end stuff, which is very nice.

Research really hasn't been all that vital in my experience. I mean, it's nice, but even when I'm relying on spells to win I'm usually relying on spells cast on my units to win, not just one-shotting everything with an awesome spell I researched. I also doubt they're dead last by very much, given how small most non-resource bonuses are to it.

Love Blessing of Hill'o'Win, but humans get unique stuff on different resources. I consider Silver Weapons to be better than the monster equivalent, and the undead just get more mana, for instance.



Anyway, on to the tally.

Portrait
Something Beasty   I
Something Evil   I
Dragon   II
Dragon Assuming He's Beasty And Evil   IIII
Bald Dude With Pimp Robe   I

Perks
Archmage   V
Firestorm+Imps   I
+% Something Bonus   II
+% Econ Bonus If Econ Anything   I
Goddess of Healing   I

Race
Humans   I
Beasties   IIII
Undead   I
Not Humans   I

Map Size
Extra Large   III
Large   I

Landmass
Islands   III
Supercontinent   I

World Type
Cylindrical   II

Other Worlds
Default   I
Max   IIII

Rival Great Mages
Max   IIII

Difficulty
Challenging   I

Win Conditions
All Enabled   II
Kill Only   I
No Avatar   I
No Unity   I


Looks like winners are starting to crystallize for most stuff, but we could still use some clarification on wincons and difficulty. And of course, it's never too late for an upset on anything else.
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EuchreJack

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Re: Warlock: Master of Bureacracy
« Reply #16 on: December 15, 2012, 04:35:56 am »

Difficulty: Impossible.  Because I believe in you.  ;D

Xeron

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Re: Warlock: Master of Bureacracy
« Reply #17 on: December 15, 2012, 04:55:23 am »

Difficulty: Impossible.  Because I believe in you.  ;D
I second this motion.
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hostergaard

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Re: Warlock: Master of Bureacracy
« Reply #18 on: December 15, 2012, 05:27:24 am »

The dude with the long beard and pointy hat. Nothing says wizard like a long beard and pointy hat.

Dragon is second choice. Can't go wrong with dragons.
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EuchreJack

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Re: Warlock: Master of Bureacracy
« Reply #19 on: December 15, 2012, 05:32:30 am »

The dude with the long beard and pointy hat. Nothing says wizard like a long beard and pointy hat.

Dragon is second choice. Can't go wrong with dragons.

Somebody else saw The Hobbit recently.    ;)

Stworca

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Re: Warlock: Master of Bureacracy
« Reply #20 on: December 15, 2012, 07:36:17 am »

Somebody else saw The Hobbit recently.    ;)

Or.. read it?  :o

Go impossible difficulty, or go home!
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EuchreJack

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Re: Warlock: Master of Bureacracy
« Reply #21 on: December 15, 2012, 07:39:48 am »

Well, only the latest version of the book came out recently.  I read The Hobbit and The Lord of The Rings trilogy long before Hollywood even decided to make the (current) movies.

Stworca

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Re: Warlock: Master of Bureacracy
« Reply #22 on: December 15, 2012, 08:36:08 am »

I read The Hobbit before Urist McCavedwarf invented the wheel...

...well, not really.

Go impossible!
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Neonivek

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Re: Warlock: Master of Bureacracy
« Reply #23 on: December 15, 2012, 10:00:30 am »

Quote
Research really hasn't been all that vital in my experience

Unless you are bless stacking your heros to turn them into unholy beasts there are only a tiny few spells that are all that worth it to cast... but those spells are by far worth it.

For example:

Spoiler (click to show/hide)

There are a few gems as far as units are concerned. The Stubborn Knights are always such a hard choice for me... On the one hand they are one of the best units in the game, especially when supported by upgrades. On the other hand 10 gold is 10 gold.

Mind you I find the differences between the races to be mostly moot because you will pretty much be using all of them at once anyway.

Also here is an interesting tidbit. Every unit in the game except Elementals (so far >_<) has a hero version. This can get game breaking when you see the 1000+ gold heros (who are worth getting...)
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LoSboccacc

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Re: Warlock: Master of Bureacracy
« Reply #24 on: December 15, 2012, 10:37:22 am »

I read The Hobbit before Urist McCavedwarf invented the wheel...

...well, not really.

Go impossible!

I've read it one last time before submitting it to professor Tolkien which stole the idea.
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Sonlirain

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Re: Warlock: Master of Bureacracy
« Reply #25 on: December 15, 2012, 11:01:45 am »

Difficulty i care not for but since the map is so big we might end up with researching and casing the Unity spell before meeting (and possibly mauling into paste) all of the enemy wizards.

I'd rather see an epic battle in the end instead of casting some flimsy spell to rule them all.
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Neonivek

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Re: Warlock: Master of Bureacracy
« Reply #26 on: December 15, 2012, 11:37:32 am »

Quote
Difficulty i care not for but since the map is so big we might end up with researching and casing the Unity spell before meeting (and possibly mauling into paste) all of the enemy wizards

Trust me that is unlikely.

I had the best research combo capable in the game (Which requires a DLC to do since it uses the Elves who are based on research bonuses) and I still found everyone before I got close to getting unity out.

Mind you the unity win is kinda weak anyhow. I won't spoil it but it doesn't do what you think it does.
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Sonlirain

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Re: Warlock: Master of Bureacracy
« Reply #27 on: December 15, 2012, 03:13:07 pm »

Quote
Difficulty i care not for but since the map is so big we might end up with researching and casing the Unity spell before meeting (and possibly mauling into paste) all of the enemy wizards

Trust me that is unlikely.

I had the best research combo capable in the game (Which requires a DLC to do since it uses the Elves who are based on research bonuses) and I still found everyone before I got close to getting unity out.

Mind you the unity win is kinda weak anyhow. I won't spoil it but it doesn't do what you think it does.

Well it it's weak then theres one more reason to ban it.
Any ending that does not end in a epic campaign to fight outwordly beasts (holy ground) murdering a Avatar of a GOD or smearing all rivals on the ground is not a proper ending.
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USEC_OFFICER

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Re: Warlock: Master of Bureacracy
« Reply #28 on: December 15, 2012, 07:22:42 pm »

Wait a second... this is the Majesty universe!  :D

Holy shit, it is! I'm definitively watching this LP!

As for voting...

Let's go with mister Dragon, because I hated those things in Majesty, and the colour yellow, because I think it looks cool. Perk-wise let's go with Trader, Farmer and Conjurer, because I like having a fifth more of everything. Archmage and Instructor sounds cool too. Monsters are my suggestion for the race, since what's a dragon without a bunch of goblin minions?

The world should be a Huge Supercontinent, like in Majesty, with Max Mages and Additional Worlds. Obviously we'll be going with Impossible if the game is so easy. Here's an idea: Let's turn on all victory conditions, but make it so that the only way that you can win this LP is by conquering all the enemy mages. The AI (if it manages to get its act together) can win by killing an Avatar, Unity spell, or hallowed ground. It might make for an interesting LP, or a clusterf******k of everything. I haven't played the game, so I don't know.
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IronyOwl

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Re: Warlock: Master of Bureacracy
« Reply #29 on: December 16, 2012, 12:01:37 am »

Update 1: Rise of the Roach Lords


Ah yes, I remember now.

I am Rakar the Terrible, a dragon who's really much nicer than he looks. Or sounds. I lead various Monsters under a banner of Purple. We also considered a yellow banner, but purple won the coin toss (it was actually a die roll). I am an accomplished Archmage and Trader, as well as being familiar with a weak heal and a weak shadowbolt.

The world is Cylindrical and Huge and comprised of several Islands. There are rumored to be six portals and five rival mages. Also turns out max rivals is affected by map type, not just size; this is the max for an island map.

Now then, about our current situation...



Home sweet home. Oh sure, some people will tell you that it's in a desert and thus really hard to get delicious food out of, but just think of all the mana we could get! If we had all that many methods of extracting it.

*cough*

Alright so there's no food. Our first order of business is to construct a fishing village (+5 food, -1 gold; unique to monsters) on that hill to the southwest; I'd rather not do any more ranching in the middle of the desert than necessary, but we're low as is. I also begin researching Greater Raise Land. Sure, it'll take twelve turns to get, and sure, we won't have the mana to cast it for a while, but just think of the possibilities! We could create our own island, just raising it out of the sea!

Hopefully there won't be any vengeful dead or angry mermaids on it or something. That might be bad.


Of course, there's no time to dawdle, so I send our two current units, a regiment of ratmen robbers and a company of goblin archers, to the west to explore. We'll need to find someplace a bit better suited to not starving to death, I think.

Initial reports are both promising and grim. On the one hand, yep, that's a lot of desert. The snow on the mountains really doesn't balance it out, either, though I'm examining the feasibility of using it to keep our drinks cool. Of course that requires drinks in the first place, which sort of brings us back to desert.

The good news is that there's a human settlement nearby! I'm sure they'll be glad to join us in our struggle, right after we've crushed their military forces and sieged their city's defenses into rubble. I order the training of a unit of goblin spearmen to give us some real meat for the siege.

But wait, there's more! That gaggle of rogues moves south to begin assaulting those wolves. The perfect time to strike!


But wait, I haven't gone over what forces we have available, have I? Well, here's our archers! As you can see, they're not particularly imposing, but do gain melee resistance from their thick hides. And as you can also see, His Majesty's Advisor is a a racist.


And these would be spearmen. Much sturdier, though still a bit on the unimposing side and not really "armored" in the traditional sense.


And finally, the noble ratmen. Flimsier even than archers, but eeeeever so slightly harder-hitting than spearmen. More importantly, the can see and move far and through dense forests easily, making them excellent scouts. Until they actually find something in which case, well, it's good to be conservative when exploring.


With that out of the way, the charge begins. Another unit of archers is trained and en route when we make our first attack, which consists of our archers poking the city from a nearby hill while the spearmen sit around in front of it and wait to be attacked. The ratmen sort of cover the sides, mainly providing moral support and an equidistant target to the city's archers should they feel so inclined.

Meanwhile, the rogues continue to fight. We can't see the entire battle, but they appear to wipe out maybe two packs of wolves before ultimately being eaten. Well, such is the fate of thieves, I suppose.

Back at the city, we encounter mixed success. The ratmen take surprising damage from the city's defenders- arrows are apparently super effective against rats. They move back in response, noticing a next of feral ratmen in the process. The feral ratmen choose to assault their better-equipped, more civilized, more injured cousins, and wipe them out in the process.

This leaves me in a bit of a bind, so I order one unit of archers to wipe out the ratmen while the others rest to recover from the city's shots. The city's warriors, meanwhile, dash themselves apart on my spearmen, just as intended.

--

Back home, I order a settler trained, partially because we need to expand and partially because we've received a quest for it. Apparently somebody's willing to pay me 220 gold to found a new city. Why? Don't worry about the minor details. Someone else was also willing to pay me 60 gold to build a farm, which I doubt will happen.

Anyway, while this is happening a pack of wolves approaches the city, perhaps hoping for some delicious roguemeat. We provide them with eldritch fire instead, which seems to get them to go away on the second shot. Capitals fire flaming aoe arrows rather than normal ones, you see.

--

The siege then takes a turn for the worse; a unit of hunters appears and wounds another unit of archers, forcing them to pull back and my two remaining units to focus fire on them. Our spearmen crush them completely once the archers have softened them up, but now everyone's injured and we notice a cockroach nest and we need someone to deal with those wolves so I can settle a city nearby without our peasants being eaten alive and screaming.


Fortunately our two archers do level up at some point in this, one well before the other. As you can see, they have the option of a defense bonus (25%, I believe) on forests, +25 resistance to Missiles, or +20% Missile damage. I select Missile damage in each case, as they are sort of archers.

Of course, it might be worth clarifying just how that bonus works. The bonus works regardless of their base type and works off their base damage; in other words, +20% Missile damage means they gain an extra 20% damage of type Missile, not that all Missile damage they perform is multiplied or that it wouldn't work if they didn't do Missile damage already. The elemental equivalent or ratmen and rogue poison works identically, for instance. It also works off, as I've said, base damage, so it's not affected by similar perks (they stack fine, however), but it can be affected by perks that increase "unit power."


--

Whoo. So forced with a difficult choice, I move a unit of archers down to soften up those wolves, allowing my settlers to found a new city nearby. This allows a second unit of wild hunters and a unit of cockroaches to move in, though one of my archers disposes of the hunters soon enough.

Unfortunately, this leaves poor New Garuta at the mercy of the wildlife, and soon the reign of the cockroach lords is at hand. Meanwhile, the massive influx of gold from completing both quests (the city came with a farm) allows me to purchase a carrav, which then explores a bit and fires at a giant fish. I figure it'll be good experience for the crew.


Oh yes, and I complete research on Greater Lands Raising! Wooooo!

Now we just need a ton of mana and a good place to actually do it. I did build a harbor specifically to get off this... cheerful home, though, so now not only can we build ships, but our regular units can spend an entire turn boarding a ship that comes out of nowhere. They're extremely vulnerable while in ship form and require a full turn to get off the boat also, but it's better than nothing.



So, this is our current situation. We've got dead forests and cockroach lords to the north, wolves and snow to the south, and a giant fish to the south but further east. Our current military sits at two archers, a spearman (who has also leveled and taken +20% melee damage), and a boat (it's not a very impressive boat).
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A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.
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