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Post by Navia Lanoira on Mar 20, 2022 11:54:41 GMT
You're still a baby to me, but I have to admit you have a higher score than me 😂🤣 Really a speedrunner 😅😅😅😅😅
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Post by hrabrimalitoster on Mar 20, 2022 12:38:16 GMT
Navia Lanoira, Deleted said that he would call God anyone who manages to finish Punic Wars in 7 turns, so I had to accept his challenge. Btw does anyone know what happened to him, I haven't seen him in a long time?
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Post by Navia Lanoira on Mar 21, 2022 15:29:10 GMT
Navia Lanoira , Deleted said that he would call God anyone who manages to finish Punic Wars in 7 turns, so I had to accept his challenge. Btw does anyone know what happened to him, I haven't seen him in a long time? Hmm so really a god huh Anyways idk also what happened to Deleted as he also disappeared while doing the library. maybe he get busy in schoolworks.
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Post by best75 on Mar 27, 2022 10:26:11 GMT
I reached chapter 12 of heroes legend. I am somewhat fearful of what will be in the final heroes legend chapters. There had already been some pretty crazy levels. Like chapter 7 stage 5. Every single enemy unit has a general. I was really shocked when I saw this level for the first time and it was a wtf moment. I feel like there is definitely going to be a similar level like this in the future. There is this new building in chapter 12 and it spawns a monster unit every 2 turns. At least its only 1 in the first stage of chapter 12. Madness and it feels like its gonna be a nightmare if there are multiple of these in a later stage.
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Post by best75 on Mar 31, 2022 4:53:05 GMT
I am partway through chapter 12. From what I observed, these structures seem to be specifically scripted for each level to spawn monsters at certain turns. It seemed like every 2 turns for the first level but there were some different spawn turns in the other levels. It also appears we can block the monster spawn if every hex near the structure has a unit. Here in the first level I was able to block the structure from spawning any unit by having a unit on all hexes near it (the enemy cyclops near the structure was part of the starting units). I didn't expect the volcano needed to be destroyed for the destroy all hostile countries objective. I kinda just thought the volcano was more a natural hazard as it is a danger to both us and the enemy At times hoped there was a way to know what the destruction of units with the yellow circles mean before. I like to know these things and they can be helpful in planning ahead. On the 3rd level, killing caesar will cause the structure and the monster it spawns to be on your side. On the 4th level, destroying the structure will cause the a morale drop on the enemy and a morale gain for your units. On the 5th level, Bato dying will cause the other units to be under your control and several units will spawn in the sea. On the 6th level, destroying the structure will give a morale gain for your side.
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Post by best75 on Apr 1, 2022 9:34:32 GMT
I done the last stages of chapter 12. On stage 7, after turn 6 several units will spawn for the enemy, including a behemoth and mammoth. Stage 8 looked interesting as it had several Behemoths and Anubis caged in by forts. Looks like we should just do this quickly before the monsters escape and wreck havoc on our forces. The cyclops gem from this chapter looks like one of the better monsters and I plan to focus on upgrading it.
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Post by best75 on May 5, 2022 9:36:40 GMT
So the current state of my commander. I was recommended to make him a cavalry but I never really committed to it. I think it was the medal cost to upgrade his skills and when I started gaining a healthy amount of medals, I didn't feel using the commander was necessary. Now I want to commit and make him a archer commander. I want to use him on the javelineer in arena and epic war. I have the IAP Han Xin, Hannibal who can cover my first 2 cavalry slots. I have Attila and I think the commander can fill the 2nd archer slot. The skills will be archer commander, advantage, march, and ambush on ten sides. I am not planning to add besiege, accuracy or any of the terrain skills because I feel like skills which add a base number of damage really aren't that good against the endgame enemies. From my understanding of the attack formula, the damage bonus from these skills are added at the end of the attack formula, once the overall attack stat has been multiplied by the other stuff. I feel this skill is useful in early game when the damage values are low but the skills fall off in late game when fighting the gods as the damage numbers are much high. Really I just feel these skills like these do not age well. I prefer ambush on ten sides over any of these skills, even if its on a archer unit and only works against archers and forts.
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Post by Marshal Forwards on May 5, 2022 19:16:41 GMT
So the current state of my commander. I was recommended to make him a cavalry but I never really committed to it. I think it was the medal cost to upgrade his skills and when I started gaining a healthy amount of medals, I didn't feel using the commander was necessary. Now I want to commit and make him a archer commander. I want to use him on the javelineer in arena and epic war. I have the IAP Han Xin, Hannibal who can cover my first 2 cavalry slots. I have Attila and I think the commander can fill the 2nd archer slot. The skills will be archer commander, advantage, march, and ambush on ten sides. I am not planning to add besiege, accuracy or any of the terrain skills because I feel like skills which add a base number of damage really aren't that good against the endgame enemies. From my understanding of the attack formula, the damage bonus from these skills are added at the end of the attack formula, once the overall attack stat has been multiplied by the other stuff. I feel this skill is useful in early game when the damage values are low but the skills fall off in late game when fighting the gods as the damage numbers are much high. Really I just feel these skills like these do not age well. I prefer ambush on ten sides over any of these skills, even if its on a archer unit and only works against archers and forts. But isn’t ambush-on-10-sides pointless for an archer, since they attack without retaliation? Or do you want your commander to have hybrid potential? I understand your thoughts about base damage skills in end game, except for siege. +60 is the biggest dmg plus of all these skills and makes a significant difference even in endgame. It’s such a rare but necessary skill. A big part of gcr is about conquering cities, in hero legend even cluster of cities. Crassus is too weak against any other target and I love to have a second city cracker beside Belisarius.
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Post by Kliment Jefremovitš Vorošilov on May 5, 2022 21:14:14 GMT
So the current state of my commander. I was recommended to make him a cavalry but I never really committed to it. I think it was the medal cost to upgrade his skills and when I started gaining a healthy amount of medals, I didn't feel using the commander was necessary. Now I want to commit and make him a archer commander. I want to use him on the javelineer in arena and epic war. I have the IAP Han Xin, Hannibal who can cover my first 2 cavalry slots. I have Attila and I think the commander can fill the 2nd archer slot. The skills will be archer commander, advantage, march, and ambush on ten sides. I am not planning to add besiege, accuracy or any of the terrain skills because I feel like skills which add a base number of damage really aren't that good against the endgame enemies. From my understanding of the attack formula, the damage bonus from these skills are added at the end of the attack formula, once the overall attack stat has been multiplied by the other stuff. I feel this skill is useful in early game when the damage values are low but the skills fall off in late game when fighting the gods as the damage numbers are much high. Really I just feel these skills like these do not age well. I prefer ambush on ten sides over any of these skills, even if its on a archer unit and only works against archers and forts. But isn’t ambush-on-10-sides pointless for an archer, since they attack without retaliation? Or do you want your commander to have hybrid potential? I understand your thoughts about base damage skills in end game, except for siege. +60 is the biggest dmg plus of all these skills and makes a significant difference even in endgame. It’s such a rare but necessary skill. A big part of gcr is about conquering cities, in hero legend even cluster of cities. Crassus is too weak against any other target and I love to have a second city cracker beside Belisarius. First of all it would be only +48 in this case unless the Commander has the banner of Chaos. Then, it's only around 20-30 extra compared to other flat damage bonuses, which really is not alot, some 5% or less on stronger cities. And in Hero Legend and especially in Epic War the city defenders are more of a problem than the cities themselves. If the Commander was infantry, Tunnel would be a better option. Even if he was going for flat damage skills I would 100% pick Plain/Jungle or Counterattack instead.
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Post by Erich von Manstein on May 5, 2022 22:32:29 GMT
So the current state of my commander. I was recommended to make him a cavalry but I never really committed to it. I think it was the medal cost to upgrade his skills and when I started gaining a healthy amount of medals, I didn't feel using the commander was necessary. Now I want to commit and make him a archer commander. I want to use him on the javelineer in arena and epic war. I have the IAP Han Xin, Hannibal who can cover my first 2 cavalry slots. I have Attila and I think the commander can fill the 2nd archer slot. The skills will be archer commander, advantage, march, and ambush on ten sides. I am not planning to add besiege, accuracy or any of the terrain skills because I feel like skills which add a base number of damage really aren't that good against the endgame enemies. From my understanding of the attack formula, the damage bonus from these skills are added at the end of the attack formula, once the overall attack stat has been multiplied by the other stuff. I feel this skill is useful in early game when the damage values are low but the skills fall off in late game when fighting the gods as the damage numbers are much high. Really I just feel these skills like these do not age well. I prefer ambush on ten sides over any of these skills, even if its on a archer unit and only works against archers and forts. But isn’t ambush-on-10-sides pointless for an archer, since they attack without retaliation? Or do you want your commander to have hybrid potential? I understand your thoughts about base damage skills in end game, except for siege. +60 is the biggest dmg plus of all these skills and makes a significant difference even in endgame. It’s such a rare but necessary skill. A big part of gcr is about conquering cities, in hero legend even cluster of cities. Crassus is too weak against any other target and I love to have a second city cracker beside Belisarius. Drop Siege and you can make up for it to some extent with Siegecraft. Drop Ambush and your only way is to put them into chaos. Plus, Ambush allows you to not get counterattacked by other archers.
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Post by jonblend on May 6, 2022 12:11:49 GMT
So the current state of my commander. I was recommended to make him a cavalry but I never really committed to it. I think it was the medal cost to upgrade his skills and when I started gaining a healthy amount of medals, I didn't feel using the commander was necessary. Now I want to commit and make him a archer commander. I want to use him on the javelineer in arena and epic war. I have the IAP Han Xin, Hannibal who can cover my first 2 cavalry slots. I have Attila and I think the commander can fill the 2nd archer slot. The skills will be archer commander, advantage, march, and ambush on ten sides. I am not planning to add besiege, accuracy or any of the terrain skills because I feel like skills which add a base number of damage really aren't that good against the endgame enemies. From my understanding of the attack formula, the damage bonus from these skills are added at the end of the attack formula, once the overall attack stat has been multiplied by the other stuff. I feel this skill is useful in early game when the damage values are low but the skills fall off in late game when fighting the gods as the damage numbers are much high. Really I just feel these skills like these do not age well. I prefer ambush on ten sides over any of these skills, even if its on a archer unit and only works against archers and forts. Interesting and probably only viable when you have at least one of the cavalry IAPs. I'm curious if your Commander can compensate the stupid AI in arena or if adding March turns out to be a liability there
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Post by Navia Lanoira on May 6, 2022 16:21:37 GMT
So the current state of my commander. I was recommended to make him a cavalry but I never really committed to it. I think it was the medal cost to upgrade his skills and when I started gaining a healthy amount of medals, I didn't feel using the commander was necessary. Now I want to commit and make him a archer commander. I want to use him on the javelineer in arena and epic war. I have the IAP Han Xin, Hannibal who can cover my first 2 cavalry slots. I have Attila and I think the commander can fill the 2nd archer slot. The skills will be archer commander, advantage, march, and ambush on ten sides. I am not planning to add besiege, accuracy or any of the terrain skills because I feel like skills which add a base number of damage really aren't that good against the endgame enemies. From my understanding of the attack formula, the damage bonus from these skills are added at the end of the attack formula, once the overall attack stat has been multiplied by the other stuff. I feel this skill is useful in early game when the damage values are low but the skills fall off in late game when fighting the gods as the damage numbers are much high. Really I just feel these skills like these do not age well. I prefer ambush on ten sides over any of these skills, even if its on a archer unit and only works against archers and forts. Interesting and probably only viable when you have at least one of the cavalry IAPs. I'm curious if your Commander can compensate the stupid AI in arena or if adding March turns out to be a liability there no stupid ai can never be compensated. that s*** always do useless suicides
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Post by best75 on Jun 8, 2022 0:22:27 GMT
I was capable of finishing the final campaign for awhile but I didn't brother with it until now. I have completed the current content in the game right now. I have a few campaigns left that are not 3 starred but I am not motivated to do them. I have 3 starred all the current hero's legend and epic war levels. I haven't completed conquests that are not the punic war. I am currently waiting (and looking forward ) for the remaining hero's legend and epic war campaigns to released.
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Post by best75 on Jun 11, 2022 8:40:00 GMT
This is my 12 general deployment in arena. I have them mostly upgraded. Pompey Vercingetorix Bato Archer Commander Attila Mithridates Octavian Hannibal Han Xin Belisarius Huo Arminius In conquest there are a total of 16 generals so I aim to upgrade more generals to help fill the last 4 slots. I will probably upgrade Antony and Drusus. I will also upgrade Aetius and Cleopatra for the navy slots.
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Post by Erich von Manstein on Jun 11, 2022 9:05:28 GMT
This is my 12 general deployment in arena. I have them mostly upgraded. Pompey Vercingetorix Bato Archer Commander Attila Mithridates Octavian Hannibal Han Xin Belisarius Huo Arminius In conquest there are a total of 16 generals so I aim to upgrade more generals to help fill the last 4 slots. I will probably upgrade Antony and Drusus. I will also upgrade Aetius and Cleopatra for the navy slots. In the absence of a morale bonus (item or oration), I don't think Arminius and Huo will do much better than Commius.
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