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metamorphing into boats is better than having to be loaded - from both the human micromanagement dept and from the AI cant do it effectively perspective.
It maybe easier but I feel it also greatly reduces some of the strategy in a game. If you can simply cross any size body of water at any point, with little more than the cost of some extra movement and temporarily weakened them, it makes it practically meaningless as blocking terrain. If you can make boats out of thin air then why can't we cross mountains? Armies have done it in the past to surprise the enemy so it's more reasonable than fashioning boats out of thin air to cross an ocean. Armies have built make shift rafts to cross large rivers before so that is understandable, but boat to cross whole oceans and practically instantly.

I can understand wanting to reduce the hassle of building transport ships, moving them into position, load troops, sailing across the ocean, then unloading troops. But if we are going to do away with building and managing transport ships I think a better solution is having it so troops can only enter onto water as transport when they are in a city with a dock. This way those cities act as important bottle necks and have greater importance to the overall strategy.

In the old Civ days with transports the water acted as a much better barrier. Now it's only a minor inconvenience. The effort of moving a massive army across the sea should in fact be massive. All you need to do now though is make sure the area is clear, which it often is, then quickly sail across. If the area is not clear then use your navy to simply sink the few ships in the area and begin the crossing. The only time it's really a problem is against a good player who has parked a large force right along the coast. In which case you just find another coast to land on.

The more I think about it the more I think a compromise might be in order, simply having both. The make shift boats that can be launched anywhere are weak and vulnerable, they also only last for a limited number of turns so that when time runs out the units switch to drowning. This way the make shift boats can only cross small bodies of water. Where as the fully built dedicated transport ships were more heavily armored to carry troops and have so such life span restriction. I think the problem comes from wanting to do away with the hassle of crossing small lakes or seas that are only 2-4 tiles across vs crossing an ocean that is 6+ tiles across.
 
6. You can't act against a tower while it is building (aside from a bug), but a tower can only be built in hexes without enemy units.

If only...
I got in situations where I destroyed tower and put unit on its tile, and next turn AI still started to rebuild the tower, despite my unit occupying the slot.

After I moved out the unit, that tile become impassable.

Tower can get pretty annoying when built on choke-points.
 
One way to do that is to make shallows and ocean tiles like civ does. Its a good compromise but I'm guess the devs dont have the time to perfect system that are working ok as is.
 
6. You can't act against a tower while it is building (aside from a bug), but a tower can only be built in hexes without enemy units.
You can act against towers that are not complete, it's just very difficult.

If you park a unit on the tile they keep building the Tower on it does not prevent them from starting construction of a new tower. But the unit on that tile gets a "Raze" option which will destroy the tower construction forcing them to start over.

You can also move onto a tower that is under construction due to sort of a pathfinding glitch. If you stand next to the tower under construction, and the tiles to the left and right are blocked, when you mouse over a tile on the other side of the tower you will notice the pathfinding highlight goes over the tower. If your unit has enough movement to move onto the tower's tile but not the next tile in line it will move onto the tower and stop because it doesn't have enough movement for the turn left, from there you can raze it.
 
One way to do that is to make shallows and ocean tiles like civ does. Its a good compromise but I'm guess the devs dont have the time to perfect a system that are working ok as is.
Well I was talking more the Mechanics in general and the problems I have with it. It is doubtful the Devs would change it at this point.

Warlock already has shallow water, though it looks the same as deep water you can tell it by mousing over of terrain name. And even though Civ also has the shallows and ocean tiles it only really serves to limit the movement of early naval ships. Once you research ocean crossing tech they act the same.
 
Yes, his videos are quite nice. :) I can help with some of the answers-

3. You can set a unit to the "Sentry" stance. This will have a unit defend the square until an enemy unit enters its sight radius. There is no hotkey that I am aware of, however if you click the arrowish/expand options button above the unit picture on the main screen (lower left) it will display the Sentry button. Note that a unit cannot have moved that turn to use the Sentry button.
4. If you are referring to the purchasable perks, the best listing at the moment is on the Wiki. (http://warlockmota.wikia.com/wiki/Unit_Perks#Building_Perks)
5. Sometimes the camera is wonky. Avoid moving the screen during enemy turns, this seems to help the game center the screen on combats more often.
6. You can't act against a tower while it is building (aside from a bug), but a tower can only be built in hexes without enemy units.
8. This option has been requested by others, Currently, there is not way in game to do this. For this reason, Melee units are not the best for garrison duty.

Hope those help at least somewhat!

3. Many of my issues are newness and no manuel. Seems I chose the correct thread to post in. Extrememly helpful!!! Sentry does what I wanted yet there seems to be a problem I can' completely identify with it.
4. Perks: Had no idea there were perks till I saw video. I have already restarted and am trying the new things now.
5, As far as tower I did what someone mentioned by setting a unit on the space assuming the tower would not build if enemy troop was there but it started building any way. And they attacked that troop relentlessly. Took it out then completed tower.

Not know how to play after buying full game I just assumed expendable crew men would be the answer - Imps wolves and many magic towers. Actually it worked till the computer became to strong. I saved in many places to I man go back and try it correctly. Had no idea the slow route and building units abilities and resistance was the better way to go.

8. This is not totally about this but how do you know before hand whether the mountains or terrain will affect a unit before and attack. What I mean is this: Before sending a unit within attack range, how do I know. I see information after but don't want to move into an impossible situation I can not get out of.

Thanks so much!!! Feeling much lest lost - Though I still realize there is much to learn.
 
Thanks for answering Apprentice. :) And welcome to the forums Selmack. :D

2. When I play I use the WASD keys to move around. It is very much like playing a FPS game in that regard. When recording I need to play in windowed mode so if I move off the edge it doesn't scroll. The WASD keys became a bit of a habit.
7. This is the tactic that the AI uses, build a mass of troops and store them, then release in a wave. The best thing to do is to expect the wave to hit at some point. I look for difficult terrain and choke-points for them to cross over - and also don't feel bad about retreating - even if you raze cities as you go. Over extending is the biggest problem. When I first meet an AI I usually try to draw his units into my area rather than attack in his area. The last episode (11) actually shows this approach of preparing ground for the enemy wave. :)

Thanks for reply!!!

2. I use a regular Microsoft mouse with my laptop and WASD just does not work for me. Although I pressed the NumLk button and realized it does the same thing so I will experiment with that. Still would like to do it all with mouse though. Also, I realized I could click on map and move to any area quickly also which help a bit but still is not good when there are so many cities.
7. Now that I have played more I have learned a couple things here. You can't beat the computer and the massing of units. The Librarian will always be the first to start a war early in the game. And as you said in one video, when you have a lot of gold in negotiations one computer player will want it or you are in two or more wars.

7. Question: I noticed in demo you could always change the asking gold or mana amount in negotiations and they would always accept it. In regular game you can change the amount part of the time. What is the rule or reason for this?

An additional question: In the pvp game is or will there be the ability to play over time? What I mean is this - We want to play but neither of us have time to play a complete game together. It would be nice for one of us to start a game then send it to the other after taking a turn. Then when he has time he plays his turn and sends it back. In this way we do not both have to be at the computer at the same time and we can play and complete a game within are differing personal time. Also, we would like it to be a jump start or the beginning would be boring. Start out a few moves in with accumulated resources. May sound old school but we both have the game and our own schedules. We will never be able to play each other at the same time.

Thank you so much for the assistance!!!!!
 
Not know how to play after buying full game I just assumed expendable crew men would be the answer - Imps wolves and many magic towers. Actually it worked till the computer became to strong. I saved in many places to I man go back and try it correctly. Had no idea the slow route and building units abilities and resistance was the better way to go.
Well it's very hard to generalize strategies like that. What is currently going on in the game really can effect what you want to do. For example sometimes throwing lots of cheap troops at the enemy is a good thing. Rogues and Ratman Robbers are good for this. Resistances only get you so far, and when faced with overwhelming odds it's good to have some cannon fodder units out on the field.

Also early game the cheap units can do quite well as you seem to have notice. But at some point in mid game you want to start fielding the more powerful mid range units in the 100-200 gold range, along with upgrading your current units and adding a few perks.

The biggest issue is cash flow, as if you trying to get the expensive units and perk them out too soon you will find yourself with very few units facing off against an army several times your size. If this happens, odds are your units will die very quickly and you will be left with nothing.

Also don't give every unit every perk that is available. Instead only give them the ones they are likely to need. For example if your going to be facing off against a lot of melee and missile units then it's probably best to give them fine armor and master work armor. If the enemy has a lot of elemental attack units then Nevril, Potion of protection, and Jewelry. There are a lot of different + damage perk perks as well and it's best to check what the enemy units are weak against first, then choose the perks that add that damage type.

Perking out units can easily end up costing you more than the unit itself did. Also as you unlock more perks it quickly becomes difficult to afford every single one of them for every single unit. I find it's usually best to get the resistance perks first so your units can survive longer and level up more. Than as the game progresses and you get better cash slow you can afford to get them all. Late game with hundreds of gold flowing in it's easier to get all the perks for units and they become the real powerhouses people talk about. But the problem is that it's very expensive so if you try to go for them too quickly you can easily end up broke with a tiny army.


8. This is not totally about this but how do you know before hand whether the mountains or terrain will affect a unit before and attack. What I mean is this: Before sending a unit within attack range, how do I know. I see information after but don't want to move into an impossible situation I can not get out of.
If you are talking about the combat stats you see when you mouse over a unit right before the attack, well the simple answer is you can't view that before moving in range. As for the terrain you just have to learn the various modifiers and remember them ahead of time. Also check the enemy unit to see if they have perks which boost them on curtain types of terrain, such as the forester and hillsman perks which give bonus to units in forest or on hills. Off the top of my head though +50% bonus to units on hills is default I think. There is also negative modifiers such as units on Lava or swamps suffer a serious penalty for attack and defense, so never attack while on this terrain if it can be avoided. However attacking units on lava/swamps are much easier to kills, thus it's nice to have a line of it the enemy must cross to reach you. One of the best defense position is probably hills along a path of lava/swamp tiles that your enemy must cross to reach you while they are on open land.
 
Well it's very hard to generalize strategies like that. What is currently going on in the game really can effect what you want to do. For example sometimes throwing lots of cheap troops at the enemy is a good thing. Rogues and Ratman Robbers are good for this. Resistances only get you so far, and when faced with overwhelming odds it's good to have some cannon fodder units out on the field.

Also early game the cheap units can do quite well as you seem to have notice. But at some point in mid game you want to start fielding the more powerful mid range units in the 100-200 gold range, along with upgrading your current units and adding a few perks.

The biggest issue is cash flow, as if you trying to get the expensive units and perk them out too soon you will find yourself with very few units facing off against an army several times your size. If this happens, odds are your units will die very quickly and you will be left with nothing.

Also don't give every unit every perk that is available. Instead only give them the ones they are likely to need. For example if your going to be facing off against a lot of melee and missile units then it's probably best to give them fine armor and master work armor. If the enemy has a lot of elemental attack units then Nevril, Potion of protection, and Jewelry. There are a lot of different + damage perk perks as well and it's best to check what the enemy units are weak against first, then choose the perks that add that damage type.

Perking out units can easily end up costing you more than the unit itself did. Also as you unlock more perks it quickly becomes difficult to afford every single one of them for every single unit. I find it's usually best to get the resistance perks first so your units can survive longer and level up more. Than as the game progresses and you get better cash slow you can afford to get them all. Late game with hundreds of gold flowing in it's easier to get all the perks for units and they become the real powerhouses people talk about. But the problem is that it's very expensive so if you try to go for them too quickly you can easily end up broke with a tiny army.



If you are talking about the combat stats you see when you mouse over a unit right before the attack, well the simple answer is you can't view that before moving in range. As for the terrain you just have to learn the various modifiers and remember them ahead of time. Also check the enemy unit to see if they have perks which boost them on curtain types of terrain, such as the forester and hillsman perks which give bonus to units in forest or on hills. Off the top of my head though +50% bonus to units on hills is default I think. There is also negative modifiers such as units on Lava or swamps suffer a serious penalty for attack and defense, so never attack while on this terrain if it can be avoided. However attacking units on lava/swamps are much easier to kills, thus it's nice to have a line of it the enemy must cross to reach you. One of the best defense position is probably hills along a path of lava/swamp tiles that your enemy must cross to reach you while they are on open land.


I did restart and on move 47 now I believe. As far as perks I learned by mistake not to give to many and that some perks appear to have a turn cost also. So I am short on gold. Also, as I have been pushing gold I am am short on mana. I can't remember what city does what like in the videos so I just renamed that cities what they are for. Example: Gold, Mana, Mana Magic - you get the idea. It has helped but as I overused gold I have little. And as I am not losing units I am low on food, mana, and research also.

The fact that I have only lost 1 unit so far is a good thing I guess. Librarian I believe start war almost immediately again.

As far as what perk to give a when, I was doing as you said - resistance first. Then over perked when I had many rather than picking and chosing.

Lastly, I do wish that I knew what to expect before I walk into a fight. I would think there would be a way to tell. I continue to walk into a situation where I am out classed but knowing that I am making available and extra move to back out. Also I don't see the perks showing completely in the information. It may say I only have a 4 hit for example but take the unit out with the perks I am guessing though they have far more than 4 hit point.

Thanks for the assistance!!! I truly appreciate it!!!
 
Well it's very hard to generalize strategies like that. What is currently going on in the game really can effect what you want to do. For example sometimes throwing lots of cheap troops at the enemy is a good thing. Rogues and Ratman Robbers are good for this. Resistances only get you so far, and when faced with overwhelming odds it's good to have some cannon fodder units out on the field.

Also early game the cheap units can do quite well as you seem to have notice. But at some point in mid game you want to start fielding the more powerful mid range units in the 100-200 gold range, along with upgrading your current units and adding a few perks.

The biggest issue is cash flow, as if you trying to get the expensive units and perk them out too soon you will find yourself with very few units facing off against an army several times your size. If this happens, odds are your units will die very quickly and you will be left with nothing.

Also don't give every unit every perk that is available. Instead only give them the ones they are likely to need. For example if your going to be facing off against a lot of melee and missile units then it's probably best to give them fine armor and master work armor. If the enemy has a lot of elemental attack units then Nevril, Potion of protection, and Jewelry. There are a lot of different + damage perk perks as well and it's best to check what the enemy units are weak against first, then choose the perks that add that damage type.

Perking out units can easily end up costing you more than the unit itself did. Also as you unlock more perks it quickly becomes difficult to afford every single one of them for every single unit. I find it's usually best to get the resistance perks first so your units can survive longer and level up more. Than as the game progresses and you get better cash slow you can afford to get them all. Late game with hundreds of gold flowing in it's easier to get all the perks for units and they become the real powerhouses people talk about. But the problem is that it's very expensive so if you try to go for them too quickly you can easily end up broke with a tiny army.



If you are talking about the combat stats you see when you mouse over a unit right before the attack, well the simple answer is you can't view that before moving in range. As for the terrain you just have to learn the various modifiers and remember them ahead of time. Also check the enemy unit to see if they have perks which boost them on curtain types of terrain, such as the forester and hillsman perks which give bonus to units in forest or on hills. Off the top of my head though +50% bonus to units on hills is default I think. There is also negative modifiers such as units on Lava or swamps suffer a serious penalty for attack and defense, so never attack while on this terrain if it can be avoided. However attacking units on lava/swamps are much easier to kills, thus it's nice to have a line of it the enemy must cross to reach you. One of the best defense position is probably hills along a path of lava/swamp tiles that your enemy must cross to reach you while they are on open land.

Let me add one more thing, I lowered the difficulty level to normal this time which may answer to why I am not wiped out yet. But, the point is I am not creating many units now. Just enough to cover and defend. Again, though when I feel things are ok, wolves, bear, ogor appear to overwhelm the situation - even in the normal setting.

I plan to continue to watch the videos, though, and watch how you deal with each situation. I seem to pick up something new and helpful each time I watch them. So glad you produced the videos as I would be totally lost. And the person who told me about the game will be watching them also. Obviously, we were totally lost while playing the demo.

Thanks again!!!!
 
Lastly, I do wish that I knew what to expect before I walk into a fight. I would think there would be a way to tell. I continue to walk into a situation where I am out classed but knowing that I am making available and extra move to back out. Also I don't see the perks showing completely in the information. It may say I only have a 4 hit for example but take the unit out with the perks I am guessing though they have far more than 4 hit point.
Well you sort of can know what your walking into. For one you don't need to buy the perks right away. I often find having a cannon fodder unit scouting out ahead of the main force to be very handy. Once you see what some of the enemy forces are you can get a feel for what they are strong and weak in.

Not sure what you mean by perks showing complete information. If you are talking about the combat display of what the battle outcome would be, that's because it doesn't display the perk bonuses individually, it just displays what the figures are after all bonuses are taken into account. It's most terrain bonuses that are shown directly in that display, with the name and %.

Let me add one more thing, I lowered the difficulty level to normal this time which may answer to why I am not wiped out yet. But, the point is I am not creating many units now. Just enough to cover and defend. Again, though when I feel things are ok, wolves, bear, ogor appear to overwhelm the situation - even in the normal setting.
Well as a general rule I like to have my capital producing units non-stop through much of the early game and well into the mid game. But that's only if I get a decent perk resource nearby, I've been lucky and almost always get Iron for masterwork armor. If I don't get any resource perks I build units at may capital until I find a nearby perk resource, usually iron since it's so common, and then turn that into a unit production city while my capital shift to gold production. This works out great as I get units with fine armor and masterwork armor for their basic unit cost. Thus I can mass produce basic units at low cost with good survivability, and save 80 gold which is what those perks cost if you bought them separately.
 
No. Still here :) I forgot to post this episode...

[video=youtube_share;qMSjJdzoGa8]http://youtu.be/qMSjJdzoGa8[/video]

Couldn't upload this morning because time got away from me. But I will be looking at Elemental over the weekend. :)
 
Well you sort of can know what your walking into. For one you don't need to buy the perks right away. I often find having a cannon fodder unit scouting out ahead of the main force to be very handy. Once you see what some of the enemy forces are you can get a feel for what they are strong and weak in.

Not sure what you mean by perks showing complete information. If you are talking about the combat display of what the battle outcome would be, that's because it doesn't display the perk bonuses individually, it just displays what the figures are after all bonuses are taken into account. It's most terrain bonuses that are shown directly in that display, with the name and %.


Well as a general rule I like to have my capital producing units non-stop through much of the early game and well into the mid game. But that's only if I get a decent perk resource nearby, I've been lucky and almost always get Iron for masterwork armor. If I don't get any resource perks I build units at may capital until I find a nearby perk resource, usually iron since it's so common, and then turn that into a unit production city while my capital shift to gold production. This works out great as I get units with fine armor and masterwork armor for their basic unit cost. Thus I can mass produce basic units at low cost with good survivability, and save 80 gold which is what those perks cost if you bought them separately.

That issue with walking into unwinable fights is happening constantly. What I try to do it leave at least one move to back out till I learn what is going on better.

As far as the game, there seems to be a pattern in all games. No matter how long you play it end up with one computer player creating a huge unbeatable force, then attacking. Also, it seems to be able to use spells quickly every turn. Mine seem to take longer. But it always hits many units with a huge spell then attack with unbeatable number of units. Again it does it while I am in a war with another computer player. Librarian always starts war. Now another break the pease and overruns.

I will never know what happens as game stopped - Saying "Game Stopped - A problem caused game to stop working correctly. Windows closed program. I brought up the game logo then exited the game. What a bummer!!!

I do have a question. Once you have so many cities, how do you quickly find out what each city in building. For example, I wanted to build a specific unit. I took forever going city to city to locate what I considered the bust unit to purchase at the time. Ther should be a lost to go to as there is a description on where the gold and so on is going - at the top.

So many other things, yet none are important till I know why game stopped. I had never played this many moves or had game stop before - so I have no clue.

Going to watch the next video.

Thanks!!!
 
@Selmack. The AI will NOT have an army you cannot stop ever (well almost - I once got 25 noble werewolves that took me down). Let them come to you (so that you get help from towers and cities). The AI will attack towers often before units, ant that can give you an extra round of attacking them. If you take care not to get your best units killed, you should have a few supermen when the AI comes. Units that kills mages in one shot. Put some towers where you estimate the AI will eventually attack and some cheap stuff in around them (Imps). Then your supermen will take out 3-6 units a turn 2-3 turns, and that will severely weaken their attack. You could also summon fire elemental (if you have gotten it researched), they will slow down the attack on you as well. Try to spread your units a bit to avoid the firestorm and such.

This will work all the time. The only thing that can break you, is if you have not been building some quality troops (lost them due to bad luck or not being careful). The Ogre that kills three units a turn will make impossible turn into a walk in the park :eek:) Just make sure to enchant, buy perks and upgrade your best units (dont waste it on lower quality units).
 
@Selmack. The AI will NOT have an army you cannot stop ever (well almost - I once got 25 noble werewolves that took me down). Let them come to you (so that you get help from towers and cities). The AI will attack towers often before units, ant that can give you an extra round of attacking them. If you take care not to get your best units killed, you should have a few supermen when the AI comes. Units that kills mages in one shot. Put some towers where you estimate the AI will eventually attack and some cheap stuff in around them (Imps). Then your supermen will take out 3-6 units a turn 2-3 turns, and that will severely weaken their attack. You could also summon fire elemental (if you have gotten it researched), they will slow down the attack on you as well. Try to spread your units a bit to avoid the firestorm and such.

This will work all the time. The only thing that can break you, is if you have not been building some quality troops (lost them due to bad luck or not being careful). The Ogre that kills three units a turn will make impossible turn into a walk in the park :eek:) Just make sure to enchant, buy perks and upgrade your best units (dont waste it on lower quality units).

My last post was loaded with typos - sorry!!!
I thought I was letting them come to me. I was building cities. Seemed to be leveling well. Using perks but not over using them. Then out of no where as it said a teaty was broken and I was attacked in worst place possible. I had no need to set up a defense at the point of attack and my units were in the current war. I did not set up tower because I was saving gold for more perks and much more expensive units needed later.

After looking at the last video I saw a few things. One, he is loaded with mana. I had more gold to keep units stronger. I have a lot of mana but never seem to need it. Obviously, I am still so new and don't know the trees well yet. So in the video he is creating perks that I have not seen yet. Also I am not using some units properly. Started using the super healer as a unit rather than a healer and she was out of place when attacks started. Also I noticed the perks she provides do not always work. With so many units I don't know if I have used the perk on a unit or not or whether they can only be used once. So I waste the perk on the same unit - at least that is what I am assuming since perk is not working.

I was attacked with 2 or 3 units of wolves. I remember in another earlier game the imps and wolves came relentlessly also. Is this another started computer player tactic?

I'm still unclear how the computer is creating so many units and using spells so quickly. Even the towers are not enough. I am sure over time I will get the idea as the computer seems to be predictable for the moment.

As the game error happened and went to a game logo screen I must assume it is a game issue and not my computer which is annoying though. This really bothers me as I wonder when it will happen again and I have had no response in the bug forum.

Another question: Where can you go to look and see how much longer before a building will be created. I wanted that tower so bad and went to look how much longer it would be and could not locate it.

As far a the units moving ahead after they win a battle, I notices missle units dont do that, so I am trying to finish an attack with them - then moving in the unit I want to take the position or just not moving ahead at all.

This is a great thread - would be completely lost without it. I do hope it continues!!!! I am getting no response from the bug thread.

Thanks for all the help and thoughts!!!!I

In the next video could I ask a favor. You are so used to the game that you are going to quickly now. Would you mind saying why you are doing some things. In the last video I just kept asking myself I wish he had said why he did thought rather than something else. Also how do you know so quickly what cities are creating what units so you can locate them to create?

I also would hope in the future building like towers and so on that attack could level up and have perks like moving units.

Thanks again!!!!!
 
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Have you tried using healers shielld and masterwork armor together? Together they should be 50 resistance but you don't get the total. Is this a bug? Or am I missing something.

Thanks!!!
 
Resistance work on a bit of a logarithmic scale. So low numbers give higher scaled protection than the higher numbers do. Eg, 25 resistance might give 30% actual resistance yet 100 resistance might give 85% actual resistance. The only way to get 100% resistance is to have immunity.

[video=youtube_share;OqQTVHEjy2c]http://youtu.be/OqQTVHEjy2c[/video]