Originally Posted by Stabbey
Originally Posted by Rack

It's all about the victory conditions, as it stands it's easier usually easier to take every unit on the board except the capital than to take the capital. That's what leads to the game being dragged out way past its natural conclusion. You don't need to stop the runaway leader problem if the game ends when a victor has been decided. Setting good victory conditions that are both satisfying and well timed is always tricky though and I can't think there of any good ones that could be introduced without new mechanics.


A series of losses for one side can tip the balance - especially if one such loss was a lot of your forces. I recently lost a custom campaign because of such a series of losses killing too many of my units. It's hard to say how badly one has to be down before victory is impossible.

Originally Posted by Rack

Unfortunately there's no way to disentangle the difficulty settings at the moment. If I set Hard difficulty then I pretty much have to forfeit the ability to play the RTS aspect of the game, as the Imperial Army drastically outclasses me.


Yeah, the Hard AI is really smart, but if you're already having problems managing your forces on normal, the enhanced difficulty wouldn't help. Do you think that would change if there were say, only half as many units on the field - both for you and your enemy?


Zolee - According to Swen's blog, they did want to include ground combat, but decided against it almost immediately because they were worried about the AI being too hard, and it wasn't until later that they re-thought it.

It takes a bit of practice to manage skills, but it can be learned. Not every single skill is active, nor are all of them always potentially useful in every battle. You could practice by lowering the difficulty and using groups of Shamans and Warlocks, and practice using their skills.

You can fly up pretty high with the Dragon, much higher than the normal air units can go. It's actually handy occasionally to use with F4 to move selected groups.


The ai is still hard because it can micromanage every skill of every unit at the same time. You can't. So what changed? We would have had a hard ai with air combat and we have a hard ai right now, especially if the ai has researched all skills and abilities. Usually people buy a game to enjoy it and not spend hours learning how to micromanage skills.

Also only using warlock and shaman skills? Aren't there like 13 units? There are about 24 active skills of which about 16-17 can be useful.

except for 1 unit(imo), there are 12 units that have useful skills in combat(but only 10 control groups ctrl+0-9 or are there more?).

Although it's true that you don't always build every units during battle, it would be much better if they did something about skill management.

And also to add in a unit that's on par with a dragon(limited to 1/battle like a giant airship with cannons going by the prototype screenshots the models for it are already done and it doesnt need as complicated an ai as a dragon would). Not only would this add balance to the game(because this way the ai would make units on the same speed as the player does(on normal at least) and it would still have a way to counter the player dragon), but also an enemy unit that's actually as good as a dragon, while staying true to the story.

Last edited by Zolee; 23/08/13 12:40 PM.