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oh no, by all means, you do get elite units.
However, the fact that iril bowmasters can stun these elite units (all the ranged ones, and even most of the really good ones like wolves of helia are not immune to banes) can be completely game-winning, because it makes it really easy to kill these 700 gold units, and 700 gold is not that easy to come by, as it requires several turns of income.

So, if I have 2100 gold. I'd rather take something like 6 iril bows and 2 temple units than just 3 temple units alone.
 
I had been holding out on playing the Armageddon DLC mode until my friend (whom I have bought the game and all its DLC for) could play with me. Alas, that is not likely to happen in the forseeable future, and I finally decided to go ahead and play a game. I read the Dremer benefit from an extra large map, so I gave them that, gave myself but a single ally, maximum portal worlds, and put us on a supercontinent (I'd be interested in learning the absolute hardest way to play this DLC). I chose the elves with Favor of Agrela and Archmage to take advantage of how Lands of Life completely negates the elves' weak economy.

I will say this, the elven archers (in my opinion) are overpowered. They've taken this game mode, which people have been proclaiming is far more difficult than the standard game, and turned it in to a joke. The standard game was harder because the AI opponents could at least spam units ad infinitum, making the stun marginally less effective. However, with there being rarely more than two Dremer units in any given engagement, it is a simple matter to dispatch them.

The game has been fun, don't get me wrong, but I was going out of my way to set up a challenge. I've gotten a cake walk.

If it were up to me, I'd buff the entirety of the elven unit pool, save the archers whom I'd nerf. I'd move the Chamber of Commerce somewhere earlier in their development tree (or at least somewhere more likely to be used), and extend it in to a production line, while simultaneously removing the Bank and Mill from those respective lines to keep them from double dipping in their omni-line and a specific resource line in order to exceed the output of a single race (save perhaps in mana, but UD get mana much cheaper than the elves, so...).
 
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I had been holding out on playing the Armageddon DLC mode until my friend (whom I have bought the game and all its DLC for) could play with me. Alas, that is not likely to happen in the forseeable future, and I finally decided to go ahead and play a game. I read the Dremer benefit from an extra large map, so I gave them that, gave myself but a single ally, maximum portal worlds, and put us on a supercontinent (I'd be interested in learning the absolute hardest way to play this DLC). I chose the elves with Favor of Agrela and Archmage to take advantage of how Lands of Life completely negates the elves' weak economy.

Uh, would a game with many mages be harder? Sure, initially it will be harder on the Dremers, since they encounter more resistance, but AFAIK they will be much stronger later (when they've conquered the territories of some of those other mages). The Dremers profit from conquering cities and killing mages.

Philipp
 
I had been holding out on playing the Armageddon DLC mode until my friend (whom I have bought the game and all its DLC for) could play with me. Alas, that is not likely to happen in the forseeable future, and I finally decided to go ahead and play a game. I read the Dremer benefit from an extra large map, so I gave them that, gave myself but a single ally, maximum portal worlds, and put us on a supercontinent (I'd be interested in learning the absolute hardest way to play this DLC). I chose the elves with Favor of Agrela and Archmage to take advantage of how Lands of Life completely negates the elves' weak economy.

I will say this, the elven archers (in my opinion) are overpowered. They've taken this game mode, which people have been proclaiming is far more difficult than the standard game, and turned it in to a joke. The standard game was harder because the AI opponents could at least spam units ad infinitum, making the stun marginally less effective. However, with there being rarely more than two Dremer units in any given engagement, it is a simple matter to dispatch them.

The game has been fun, don't get me wrong, but I was going out of my way to set up a challenge. I've gotten a cake walk.

If it were up to me, I'd buff the entirety of the elven unit pool, save the archers whom I'd nerf. I'd move the Chamber of Commerce somewhere earlier in their development tree (or at least somewhere more likely to be used), and extend it in to a production line, while simultaneously removing the Bank and Mill from those respective lines to keep them from double dipping in their omni-line and a specific resource line in order to exceed the output of a single race (save perhaps in mana, but UD get mana much cheaper than the elves, so...).


Bowmasters are good vs Dremer, though once they get a head of steam near some AI, there definitely are more than 1 or 2 per engagement. But yeah, early on, they almost completely remove the terror of dealing with them.
 
Hi this is my first post on the forums, just joined.
When i play warlock i usually play Arethi elves in 1on1 MP (small or medium map) against another human opponent.
I have a question i hope one of you forum-veterans could answer.
Is the Arethi unit abilities "heavy arrow" and "Chaos Mystery" bugged ???
They are supposed to be hitting multiple targets, right ?
But whenever i use them i dont see it happen,
am I doing it wrong or do they simply dont work like in the description ?
(mayby you have to kill the first target before the second in line gets hit ?)
 
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Hi this is my first post on the forums, just joined.
When i play warlock i usually play Arethi elves in 1on1 MP (small or medium map) against another human opponent.
I have a question i hope one of you forum-veterans could answer.
Is the Arethi unit abilities "heavy arrow" and "Chaos Mystery" bugged ???
They are supposed to be hitting multiple targets, right ?
But whenever i use them i dont see it happen,
am I doing it wrong or do they simply dont work like in the description ?
(mayby you have to kill the first target before the second in line gets hit ?)

Hi and welcome,

I cant quite remember the descriptions for those two perks. Ill have a look later if I can remember.
However if they are supposed to be hitting multiple targets how are the targets lining up?
Are they next to each other or one behind the other?

Dragons for instance can breathe on multiple targets but only if they are lined up one behind the other.
Maybe it is this?
 
Hi this is my first post on the forums, just joined.
When i play warlock i usually play Arethi elves in 1on1 MP (small or medium map) against another human opponent.
I have a question i hope one of you forum-veterans could answer.
Is the Arethi unit abilities "heavy arrow" and "Chaos Mystery" bugged ???
They are supposed to be hitting multiple targets, right ?
But whenever i use them i dont see it happen,
am I doing it wrong or do they simply dont work like in the description ?
(mayby you have to kill the first target before the second in line gets hit ?)

Heavy Arrow: Sounds like a selectable perk that the Archer unit can get, with a range of 3 and a cooldown? If so, that ability is only intended to attack one unit.

Chaos Mystery: Sounds like the default ability from the Spearmasters (ie, the upgraded form of the Spear unit). If so, it is supposed to hit an enemy unit that is directly behind the attacked unit. However, it is bugged in the current version of the game, along with some of the other AoE attacks. The bug has been reported in the tech support forum already, but feel free to add your experience to the post(s) there.
 
2coats, In both cases the targets would have to be be standing in line, one behind the other.

"Heavy arrow" says "Inflicts Ranged damage to all units in range."

"Chaos mystery" says "Area of Effect: target, plus the next hex in line "

...

Okay, thanx the apprentice.
im fine with the archer perk only working on one target, they are powerful enough already.
too bad about the bugged spearmaster ability, they could use a buff.
Also the decrease in resistance to Elemental and Death Magic it puts on the enemies
would combo really nice with the warlocks/sorcerers of Angil.
(mayby even making both units competetive ?)
Hopefully it will get fixed.
 
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Imho, their main weakness (for SP anyway) is the lack of hit points on the spearmen/spearmasters. I like the expensive-but-good idea, so I'd rather see them get buffed to be fair value for their price rather than lower the price. Something like 26/40 hp for spearmen/spearmasters and an upgrade path to spirits of darkness. Or increase their resists enough to make them equal effective hp. The economy weakness I don't mind so much, it's part of the flavour.
 
The Koatl village is a good starting pick as it gives the Koatl spears a solid melee unit that is cheap and easy to produce and later at city size 10 the dragon turtle. I don't have much need for the Koatl archer or warlock with the Bowmasters' stun and firepower.
JJ

The Koalt village makes nearly ever Elf unit obsolete. Instead of bowmen use the Koatl warlock. Instead of Knights use the Hunters who drop healing totem.

I think the elves really suffer from having the same mana drain from their units as the undead but cant build multiple mana farms like the undead can. That leaves a big hole in the economy. In addition the Undead use mana for other things and have useful units down that path while the elf mana path is full of research buildings and ships.

I'd like to see them with a building that repeatable building that gives +1/+1/+1 ..like a fountain or copies of that dead tree they are fond of.

Elf spearman would be more useful if the aoe attacks werent broken at the moment. They do ele dmg which is nice and you gotta grab them anyway on the way to knight.

The spaceship is ok but it needs a self regen otherwise it dies too often to lvl up to its better perks. Being a machine makes it very hard to heal and basically worthless for the AI. The spaceship really should be the elf highest teir unit and have the stats to perform accordingly
 
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The Koalt village makes nearly ever Elf unit obsolete. Instead of bowmen use the Koatl warlock.

The spaceship is ok but it needs a self regen otherwise it dies too often to lvl up to its better perks. Being a machine makes it very hard to heal and basically worthless for the AI.

When I last used the Koatl Warlocks, their stun couldn't affect elementals or units immune to death magic. Has this changed? If not, that makes the Elf stun far more useful when clearly pocket dimensions.
Agreed on the flying ship- far weaker than units I can just levitate, coupled with the limited pool of purchasable perks... I just can't see its utility at the present version of the game.