Too many combats. Once you get either a good warrior or a good ranged army and good commander you can auto-resolve most of them, but that takes forever and is often not playing optimally anyway.
It also suffers from the frustration of all srpgs with a xp for combat system (AoW had this on a lesser way) - heroes level up _too_ quickly so designers invariably reset all items, xp and heroes once you get to the next level.
Unlike AoW most everything you do leads to combat. At least there the armies weren't in _every_ fucking tile in the game.
The grind...
That doesn't make sense. The grinding is necessary _because_ to get 'anything done' you've got to have the money to support the army replacements or level up the hero enough. Also the game is 'naturally' grindy because whatever move you make you'll get into a combat zone of 11 poisoning thieves and if the AI conquers one of your colonies you'll get it too since it's a fucking cheater fffjsjgkg... but i digress.
This only gets worse as soon as the difficulty is spiked. You get less money to blitzkrieg the small levels so you're likely to be rolfstomped by the AI there, and battles last longer and lead to more defeats/casualties due to buffed enemy hp and less xp and gold rewards, you've got negative income because every colony of yours has a thieves den you can't afford to waste turns to root out, etc.
Not to mention the conga line of 3 enemy heroes lining up to rape your nearest colony forcing you to park a hero there until they die, get resurrected and try again, every 5 turns or so.
The only effective strategy i found against this shit is to have a healing army, and progressively move the 'nearest' colony, occasionally dropping a expensive fort to replenish causalities without going all the way back to the stronghold or getting a 2nd hero to serve as a ferry. This still leaves you up shit creek without a paddle if you want to deal with combat events that make pop unhappy, or develop colonies. If you also want to make sure you don't fight terrible back to back fights of enemyhero+guard you've also got to use the fort as bait so you can fight them separately because AI heroes never invade if there is a respectable player hero+army in the tile; just annoy you with 'invade, retreat' messages.
I guess a necro/summoning army would work too, but i'm trying to keep pure.
The worst of all ofcourse, is that when you finish the shard, you're going to do it alllllloveragain in the next shard. I read that you can get a perm alliance with orcs, wish there was something like that for elves.
Really wanted to get into this game, but the GoG version of the game client seems to have some very weird performance issues on my Windows 7 PC (odd mouse performance, other things).
does anyone have tips for playing at higher difficulties, apart from the obvious of not losing units?
The problem with not losing units is when you arrive against hydra by an accident, or when all enemy archers would try to shot your healer. It tends to accumulate, especially with autoresolve. (No don't use that skeleton...)
Well that funnily doesn't apply on my current situation. I was locked out by one of opponents that expanded into more nice directions, thus I was allowed only into that horrible brutal lands in the other direction. As part has been locked out by ocean. No source of iron either, thus equipment is quite expensive. Funnily I have one swamp, located in that horrible location 3 or 4 away from a stronghold, which has gem income 20. Which is enough when combined with castle for one Phoenix per 3 turns. Other funny things I did instead of throwing towel, was to fight against 12 trolls with a slayer and win. He is now at sufficient level to be able to fight with dragons with sufficient number of units for a distraction. I fought these trolls because I thought I'd get an acorn. But they had only crossbow of wrath in the lair.mostly depending on starting location (swamp - magic, plain - commander). You can't just do *anything* and win (like "I only want archers!")
wizard is hardest to start with, but he gets the strongest at lvl 30, while I find that rogue is the easiest to start with and weakest at high lvl (unlike with a warrior you can't just f10 through battles as he heavily relies on his high level troops with priests that tend to die in auto and it takes time to kill large armies).
I was asking for some advanced type of tips, maybe I'm missing some type of start up tactics like robbing your starting province at the begging for extra cash.
wizard is hardest to start with, but he gets the strongest at lvl 30, while I find that rogue is the easiest to start with and weakest at high lvl (unlike with a warrior you can't just f10 through battles as he heavily relies on his high level troops with priests that tend to die in auto and it takes time to kill large armies).
I was asking for some advanced type of tips, maybe I'm missing some type of start up tactics like robbing your starting province at the begging for extra cash.
You only really need to rob your own province at start above Expert.
Btw, easiest to start is Warrior. Make Bandits or Thief as cannon fodder, let them die every fight (so they don't steal trophies), Warrior gets last-hits on monsters and all XP. This way you should get all lvl1 provinces (including lizardmen and barbarians) in one go, starting from day 1 if you get a lucky monster from tavern.
Turn 1: hire warrior, build tavern; if tavern has a good cheap mob, and a "free province" nearby (?), go attack it; otherwise wait (scout/rob)
Turn 2: build Bandit Den, hire 3 Bandits, attack a province - make all your Bandits die, get all last-hits on Warrior
Turn 3: build blacksmith, buy yourself a chainmail (+2/+2)
etc.
With Ranger I find the start takes longer, as I prefer waiting (scouting or even robbing if I'm really short on gold) until I can hire pikemen who are imba (as you say, making a veteran army is very important for him). Only when I have 3 pikemen in front, and ranger+healer in the back, I can take all lvl1 provinces incl. lizardmen without any of my troops dying.
I used to start with Ranger all the time, until I discovered how much faster Warrior becomes a killing machine, something like lvl8-9 on turn 30 if all goes to plan (mind you, people on Eador forums claim they can achieve lvl10 in 20 turns on Warrior if conditions are perfect). Then I hire Ranger as a second hero to scout provinces.
But yea, all classes are viable for start, some are just much faster. Even with Wizard, you need *some* crystal income.
wizard is hardest to start with, but he gets the strongest at lvl 30, while I find that rogue is the easiest to start with and weakest at high lvl (unlike with a warrior you can't just f10 through battles as he heavily relies on his high level troops with priests that tend to die in auto and it takes time to kill large armies).
I was asking for some advanced type of tips, maybe I'm missing some type of start up tactics like robbing your starting province at the begging for extra cash.
You only really need to rob your own province at start above Expert.
Btw, easiest to start is Warrior. Make Bandits or Thief as cannon fodder, let them die every fight (so they don't steal trophies), Warrior gets last-hits on monsters and all XP. This way you should get all lvl1 provinces (including lizardmen and barbarians) in one go, starting from day 1 if you get a lucky monster from tavern.
Turn 1: hire warrior, build tavern; if tavern has a good cheap mob, and a "free province" nearby (?), go attack it; otherwise wait (scout/rob)
Turn 2: build Bandit Den, hire 3 Bandits, attack a province - make all your Bandits die, get all last-hits on Warrior
Turn 3: build blacksmith, buy yourself a chainmail (+2/+2)
etc.
With Ranger I find the start takes longer, as I prefer waiting (scouting or even robbing if I'm really short on gold) until I can hire pikemen who are imba (as you say, making a veteran army is very important for him). Only when I have 3 pikemen in front, and ranger+healer in the back, I can take all lvl1 provinces incl. lizardmen without any of my troops dying.
I used to start with Ranger all the time, until I discovered how much faster Warrior becomes a killing machine, something like lvl8-9 on turn 30 if all goes to plan (mind you, people on Eador forums claim they can achieve lvl10 in 20 turns on Warrior if conditions are perfect). Then I hire Ranger as a second hero to scout provinces.
But yea, all classes are viable for start, some are just much faster. Even with Wizard, you need *some* crystal income.
hm... maybe that's because I use swords instead of pikemen - much easier start. I can take nearly all (lizardmen a bit too strong) provinces with starting troops + 1 sworsman, 2 swordsmen when peasant dies. that gives nice income and allowes me to avoid robbing my own province (never do it with ranger start).
Well distribution of XP for combat is like this:
A lot for damage in close combat.
Some for damage in ranged combat.
Something for stamina loss from casting and using abilities.
1/3 for hero for leadership.
Kinda wonder wher I seen that.
This is distributed even to killed and summoned creatures. Thus be letting these bandits die, you lost some XP otherwise used by these bandits. Trying to get last hit also seems to be bit pointles.