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unmerged(502032)

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Jun 6, 2012
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  • Warlock 2: The Exiled
Even though defeat the dremer is tougher than the other victory conditions, i think that warlock needs a further difficulty level above impossible. If this cannot be obtained through an a.i. enhancement, still it can be done with ease:

- further enchantments upon units should cost more mana, for both casting and upkeep (second enchantment +100%, third one +200% ...).

- to every enemy unit is applied a x1,5 stats modifier; more damage and hit points.

- city spamming in late game has to be toned down: every new settler should cost more, let's say when players have more than 10 cities, every new settler costs +100%, +200%... (this would force the player to play more aggressively towards the other great mages).

- rivals have to use dispel on player's enchantments more often.

Warlock is a really enjoyable game, but it really is too easy for an experienced player.
 
Those who think the game is to easy obviously need to struggle to enjoy a game. Personally I don’t like to fall behind in research and economy or be punished by to many restrictions and limitations. I enjoy the game as it is today. That said, I don’t mind a harder difficulty level.
 
I find playing armageddon mode is enough challenge for me.

But I've also started finding much fun in "theme" related normal games (on impossible...).
I'm currently playing a game as the righteous humans... any non-human town I burn to the ground, any non-human (or evil human) hero I don't accept or disband (no ogre :)), I don't research/cast any "evil" spells.
This means I don't have any death magic (no rogues...).

Is a fun game so far :)


Of course, the game also increases greatly in fun if you avoid using "cheat-like" tactics. I might be poor AI, but that monsters ignore invisible archers shooting them for several turns is also a player flaw imo.
 
- further enchantments upon units should cost more mana, for both casting and upkeep (second enchantment +100%, third one +200% ...).

I like that. While consistent/fair for both AI and human, it seems the human is far more likely to pile enchantments onto one unit. It could be the cause of some interesting decisions for the human player.

Speaking of super-units: I think the heroes are fun, but I may start limiting myself to 1.

- city spamming in late game has to be toned down:

Ditto.

- rivals have to use dispel on player's enchantments more often.

I suspect that's more of an AI issue.


Another possibility: Only play while drinking. I've tried this. It works... but I don't drink alcohol and the amount of soda I have to consume to adversely effect my game is kind of ridiculous.
 
- city spamming in late game has to be toned down: every new settler should cost more, let's say when players have more than 10 cities, every new settler costs +100%, +200%... (this would force the player to play more aggressively towards the other great mages).

- rivals have to use dispel on player's enchantments more often.

Warlock is a really enjoyable game, but it really is too easy for an experienced player.

I agree with that, but I think 10 is too much, every new one - example, first cost x, second 2x, third 3x.. But i think that 2000 gold heroes (or any) should be easier to find, like maybe in some tavern. Because I think next post -

Relax. Warlock is not a strategy. It is city spam + unit spam. Warlock is game for spammers. Those who spam faster - win.

wouldn't be so strong in that case. Few patches before I had hero offer all the time I had free room, now, last time in 800 turns I had 1 hero, just because I passed few 150 gold once 500 turns ago. It's not like difficulty based only on hero, but with fat mob more fun to play.
 
2easy.... 2hard... I guess it depends on your point of view.

That's why i wrote "Warlock is a really enjoyable game, but it really is too easy for an experienced player". I consider myself an experienced warlock player (i have to say that i already played fantasy wars and elven legacy, which are quite similar to warlock, tactically speaking), and i don't have that many hours of playing - 50, so far. The changes i suggest are viable and don't take too much effort to be implemented, so it wouldn't bad to have an impossible + difficulty level. If the game actually had rooms for modding, it would be really easy to do so.

I'd strongly prefer the devs continuing to improve the AI to the crude difficulty increase proposed here.

Philipp

That's for sure.

I find playing armageddon mode is enough challenge for me.

But I've also started finding much fun in "theme" related normal games (on impossible...).
I'm currently playing a game as the righteous humans... any non-human town I burn to the ground, any non-human (or evil human) hero I don't accept or disband (no ogre :)), I don't research/cast any "evil" spells.
This means I don't have any death magic (no rogues...).

Is a fun game so far :)


Of course, the game also increases greatly in fun if you avoid using "cheat-like" tactics. I might be poor AI, but that monsters ignore invisible archers shooting them for several turns is also a player flaw imo.

The lawful-good thing sounds fun :D
For now, i try not to exploit the game with cheesy tactics, like enchantments stack on heroes or agile mind.
I use only one hero, so he becomes very valuable; and i don't spam cities: i always have less than 10.

I agree with that, but I think 10 is too much, every new one - example, first cost x, second 2x, third 3x.. But i think that 2000 gold heroes (or any) should be easier to find, like maybe in some tavern. Because I think next post -



wouldn't be so strong in that case. Few patches before I had hero offer all the time I had free room, now, last time in 800 turns I had 1 hero, just because I passed few 150 gold once 500 turns ago. It's not like difficulty based only on hero, but with fat mob more fun to play.

To me, heroes are cheap. They are supposed to be special characters, so they have to be very valuable and rare.