If we are going to get more computer game players, we need to at least find
a way to have real differences in levels of difficulty. The games are
getting so complex, that it is tough for an experienced player yet again a
newbie.
Harry
I stopped playing it since I had the same impression. It seems making
the game more challenging meant just having several battles going on
continuously all over the map. Thus necesitating frequent use of the
pause key. I'm in a scenario now where I've conquered like 40 enemy
cities but he just makes more and it got so tedious I just stopped
playing it.
-Slu
I'd like to know why it's an unwritten rule to make an expansion pack ungodly
difficult. Why is that?
That's the reason I don't buy them,,,,, invariably, they are unbeatable.
Stupid.
In article <Fx5i8.78875$TV4.13...@typhoon.tampabay.rr.com>,
its...@hotmail.com says...
"itsbeen" <its...@hotmail.com> wrote in message
news:Fx5i8.78875$TV4.13...@typhoon.tampabay.rr.com...
Tom
"Forge" <ForgeRaw...@yahoo.com> wrote in message
news:MPG.16f2bb9df...@supernews.one.net...
Don't. It isn't really any harder than the original. Every single mission can
be decided the same way:
Move fast early.
I got into the habit of always sending all my troops on pressed march out all
over the map and finding where stuff is and what happens where, and if I got
into trouble, I'd resign and redo the mission based on that knowledge. Most
missions that was the only time I had to restart (there were a couple that were
pretty tough, towards the end).
Get some settlers out fast, get some zombie regiments (if playing the Ceyah
campaign) out fast - 2 units of zombies can take any independent city, and lots
of zombies means lots of fluff to slow enemy troops down in the midgame, for
practically no cost.
Move fast in the beginning, get your economy set up, and most of the missions
are a breeze ... Vulgari in the Dreadlands was the toughest one for me, it took
several retries to figure out that trying to build a wall of outposts behind
which I could build up just wasn't going to work.
This is what happens if you sit on your ass and let the enemy develop
unhindered.
Militarily, I'd say you deserve exactly what you get in that case.
The big difference between AG and the original IS from what I can tell is that
the AI is more focused on building new towns to expand. The missions
themselves in AG aren't qualitatively different from the ones in IS - the
"tough" aspect is usually that the bad guys start out with some extra units of
tough troops (void beasts, grenadiers, Kohan Elites) - but never overwhelming
numbers of them. The overwhelming numbers come from the better AI development
of the economy, and consequent numbers of regular units. Letting the enemy
build up that kind of resource base without having one of your own to match
means you've been wasting time somewhere.
There's one mission in AG where you start with a Gauri town and two Slaanri
villages (no units ready), and the bad guys have about 12 Ceyah villages. I
managed to capture all but two before encountering any kind of serious
resistance - because I moved fast and didn't ever give the enemy a chance to
recover from a defeat. No reloads needed. This is basic stuff.
In IS the AI behaved in a manner that made it not necessary for the player to
build new towns in most missions - you could pretty much just conquer what was
already on the map and make do with that. This is a weakness in the AI, which
seems to have been rectified. That's all it is. If you don't adapt your
thinking to the new behavior, then yes, you're going to have trouble.
I guess you'll never please everyone. But sometimes, if you see something
criticized in a manner you disagree with, say so! Sure you might start a
flame war, but if developers are paying attention, at least they will
realize that there is not a universal mandate regarding a disputed element
of a game.
--
Jeff Vitous
Director, Special Project Development
The Wargamer
www.wargamer.com
<gro...@comcast.net> wrote in message
news:mgai8.756$hO6....@bin4.nnrp.aus1.giganews.com...
Don't get into a resources competition with the AI. The AI will lull you
into this kind of scenario by either leaving you alone for a long time or
sending a fairly constant stream of low-level units to attack you. You'll
be able to handle them so you'll think it wise to first play defensively,
build up your economy, get some ueber units and then go on the offensive.
You can't win this way; the AI will bury you. The key to victory in KAG is
immediate aggressiveness and speed. Create a couple of low-level units
(bonebows for Javidan, fronted by a skel infanrty or an engineer unit) and
start taking cities away from the AI before the AI can develop them. You
can't out-resource the AI, but you can outfight it.
For Ceyah mission 3, send your settler unit straight left from your starting
city till you reach the gold deposit and start a town there. While you're
doing this, create a bonebow for Javidan, a skel inf unit to front for
Javidan's bonebows, and an engineer unit. Send the engineers to build a
gold mine at that gold deposit. Get an iron export started in your new town
and later, when you have the money, a bank. Your starting city should also
have an iron export, but you can sell off the quarry after you create the
engineer unit. You're looking to expand this city to five slots: barracks,
iron export, temple, nightbringer, and carpentar. This will take a while,
but ultimately, this city will produce your ueber company -- front line of
shadow knights, supported by a shadow priest and a necromancer (or whatever
combination you prefer). Long before you get this far, send Javidan's
bonebows and your skel inf to the far left of the map where you'll find a
Royalist town, take it and turn it into another money town. Like as not,
the AI won't bother it at all. Head your two assault units back to the
center, then head south to a gold deposit. This is a natural choke point
(water on the right, mountains on the left). Get you engineers to build
some outposts here (later upgrade to forts) and, of course, build a gold
mine. To the right of the water is a native town, take it and throw up some
more forts. The AI will come at you up both sides, but the emphasis will
probably be on the left side first. The AI has a tendency to waste units on
strong points which works for you. Keep your units alive so that they level
up (the AI won't be able to do this). Pretty soon you'll have elite units
and really be kicking ass. When your economy permits, build a strike force
of 2 or 3 shadow knight companies and send them down the right side of the
water and take the AI's cities there. Build up these cities, create a
stronger force and go down the left. It's just a matter of time after that.
This is pretty much how all the missions play. Don't forget to keep playing
after you get the "win" notification; you want to make sure you get all the
techs available in each mission. Also, you want to level all you Kohans up
to Ascended by killing hornet nests and the like before you end the
scenario.
I've had a lot of fun with both KIS and KAG. I'm not really that sharp at
it, since I never multiplay (that's where the really good players are).
Most fun since TA as far as I'm concerned. Hope the above proves helpful.
Harry
"DocScorpio" <DocSc...@prodigy.net> wrote in message
news:74ii8.617$%X4.95...@newssvr15.news.prodigy.com...
> I'd like to know why some people top-post! I know, I know, I'm
> top-posting now, but that's because this thread would be way too
> confusing if I bottom-posted now.
People are lazy.
--
Knight37
Interviewer: "Can you... destroy the earth?"
The Tick: "EGAD! I *HOPE* not! That's where I keep all my STUFF!"
Probably because OE defaults to top posting with no way to change it unless
you move the
cursor yourself.
Dammit, I just bought this game yesterday because I read in this group it
was really good.
I've never played the first version either. Oh well, I'll see how it goes
and if it's too hard will trade it in.