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Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
So since some people in the griefing thread had an interest in it, I figured i'd make a topic here about it.

Steam Group: http://steamcommunity.com/groups/dawnofgoons

The Goon alliance is "Dawn of Goons". Contact Extra in game or post your name here for an invite.

http://dof.reverieworld.com/

http://store.steampowered.com/app/227180/

What is Dawn of Fantasy: Kingdom Wars, besides having a ridiculously generic name?

Dawn of Fantasy Kingdom Wars is an indie studio's attempt at making a MMO RTS. It has pretty much all of the bells and whistles of traditional MMO RTS's like the latest Stronghold game. Except unlike them it tends to be much more :black101:, has actual PVE content, has detailed fire physics in the vein of Farcry, lets you basically be a viking warlord, has a Mount and Blade style world map, and has fully 3D environments as opposed to the occasional fake "map" rendering the game world that most games like these have.

It's hard to describe, really, but in essence it's a city building MMO that seems inspired by Stronghold and the sort of brutality that helped you get ahead in games like Mount and Blade. Add in a dash of world exploration, PVE content, and a very long list of things they're constantly adding in, and you have a pretty interesting game.

It's a game where fire and burning mechanics are modeled so that they can literally burn down entire cities unchecked if they aren't dealt with. Where there's an actual command that has you forcing your peasants to scurry across the (probably burning) battlefield to scavenge gold and any valuable items from your own and enemies dead soldier's corpses. Where any unit that dies stays dead forever. Where you can force people to pay tribute to you in exchange for not leveling their lands and then salting their earth with roiling fire. Where being a murderous bastard is actually a good thing in terms of helping yourself, and is an actual viable gameplay strategy.

So basically it's a low fantasy evil overlord simulator that passes itself off at first glance as a generic fantasy city building and sieging MMO. Incidentally, this makes it great for harvesting tears from the people who don't get that.

It should also be mentioned that this is an indie MMO that is in perpetual development. Expect bugs, the occasional balance and performance issue, and the usual crap that comes with projects like these. Fair ye be warned.


Detailed feature list of what's currently in the game, courtesy of Steam.

quote:

Innovative MMORTS Approach

Wage war with neighboring regions or complete countless hours of quests as you unveil the dark secrets of Terria while managing a persistent kingdom and economy with thousands of other players. Socialize, trade, forge alliances and - best of all - battle against other players across the world, defeat their armies, and burn their towns!
Multiple Games Modes

Two additional singleplayer modes - including open-ended World Conquest mode - Kingdom Wars, and content-packed single-player Skirmish mode with both Lay Siege and Castle Defense maps - guaranteed to satisfy players of various tastes and gameplay styles.
Stunning Siege Combat

User-friendly Siege-oriented gameplay adds a whole new dimension to the battlefield as you ram the enemy gate, scale the walls, and place automated defensive systems, such as: stone tippers, boiling oil, and wall-mounted catapults.
Three Distinct Races & Styles of Gameplay

Dawn of Fantasy features three distinct civilizations: Elves, Orcs and Men, presenting a unique approach to these iconic races with three distinct styles of gameplay. Each race is complete with its own lore, language, world region and terrain, dozens of distinct units and buildings, hundreds of unique technologies, and each even has a different approach to economy and building style.
Fully 3D Dynamic World Map

Travel the MMORTS world using a beautifully-designed 3D World Map featuring scale replicas of all the NPC strongholds, quest areas, and the player's homeland.
Original Base Building Approach

Each player’s Stronghold features hundreds of buildings that look and behave like a City-Simulation game, but without any micro-management, giving the player more time to spend on the battlefield. In addition each race offers a different approach to building strongholds.

Complex Economic Model with Corpse Looting

Combines the complexity of nearly a dozen gathering possibilities, different for each race, with automated simplicity, allowing players the options to micromanage their economy, or leave it to run itself in times of war.
Realistic Weather and Season Change

The gaming world comes alive as you build and battle during winter or summer months, as you push your armies through heavy rain or snow storms. Your economy significantly changes from summer to winter, when different strategic options are available during different times of day and severe weather makes certain units useless.

Gameplay:

Gameplay is focused around building up your frontier city into a hub of activity, and then/or burning down everyone who isn't yourself or your friends. You can also venture out into the country side to explore the various regions, fight in PVE content, siege AI and PC players, participate in competitive and cooperative battles against players and NPCs, trade for things like livestock, resources, and mercenaries with the various hardcoded NPC towns in the game, conduct diplomacy with PC and NPC cities, burn said cities to the ground when they outlive their usefulness, raid player caravans, and way too many other things to list offhandedly.

The wider game world takes place on a Mount and Blade style 3D world map. Combat against players on the map is conducted through a sort of pseudo matchmaking system. When seeking someone to attack on the world map, you search the province you're in for targets. If none present themselves, you can opt to send out scouts to check the territories bordering the one you're in. At which point they can decide to kneel before you and pay tribute, or go into battle with you. Which can lead to a fairly high number of potentially hilarious catastrophes if either side fucks up. You can also attack, trade with, conduct diplomacy (Though I have yet to see a valid reason for doing so outside of trade rights.), and go to war with the various NPC nations and cities in the game.



Combat is reminiscent of games like the first Stronghold. When in the field, it's just two armies and whatever forces that are neutral on the map duking it out. However, when attacking a fixed location like a village, town, or fortress, the game starts to employ standbys from games like Stronghold. You'll see your usual siege units like trebuchets and siege towers make an appearance alongside more exotic things depending on the race. Elves for instance can grow a giant treant the size of a human fortress's stone walls to act as an impromptu siege tower. Or failing that seed the map with carnivorous burrowing man-eating plants. Likewise, other units like dragons, ogres, and odder creatures are common, with rare monsters and units being handed out on holidays and other special events.

Units are treated in the style of EVE Online. When they're dead, they're dead forever. You have to rebuild and retrain them. Which means that that guy trumpeting about how awesome and invincible he is because he sperged out and trained up a battalion of maxed out knights on global chat can just as easily be weeping about how unfair it is that he lost them all due to them being immolated alive through a clever burning tar trap someone set during a siege.

Likewise fire, being able to burn large swathes of territory, and generally being able to loot and pillage your way through the game world is a real thing. Fire exists, as do mechanics for looting corpses and stealing whatever items of wealth they had on them. This is important, because some factions get cash primarily off of that, and it's very much a viable way to play the game. Being a warlord with no at-home economy is just as doable as being someone who makes the best city ever.

Weather also has a presence in the game. When it's raining fires will be extinguished and new ones can't be set. When it snows you can't farm due to the crops being dead. Things like that. Weather seems to affect large swathes of the map at once, and can create opportunities for people who pay attention.

Questing in the vein of MMO's is also a thing here, with you going out to wipe out armies and fortresses and progressing the race specific storyline.









So how do I get started?

First you need to buy the game. It's on Steam for $19.99. Occasionally, it's gone on sale in the past. After that it's entirely free to play. There is a cash shop, but it is so utterly useless (and easy to bypass through earning the shop currency in game anyways) that you'd be stupid to actually spend anything more than the initial purchasing price on the game.

http://store.steampowered.com/app/227180/

Once it's installed, you obviously have to log in and make a character. From there you start out in a dinky little manor, a giant hollowed out tree, or a hut in some god forsaken hellhole and begin to build up your settlement from there. Where you start out at is as much dependent on who you decide to play as, which is the first thing you have to choose. You currently have several races to choose from:

Humans:
:circlefap:"Well done my lord, you have covered yourself in glory!":circlefap:

If you don't know what these are, punch yourself in the face right now. If you've seen just about any fantasy or medieval game ever you get how their aesthetics and units are. Their sort of units include lots of generic knights, archers, footmen, and unwashed peasant hordes to die at your every command.



Humans start out with nothing more than your player character (a noble dressed in some curiously blocky looking chainmail), a simple town hall to live in, two units of swordsmen, and an obnoxiously obsequious steward who likes to spout innuendo laden congratulations at you and who will be plaguing you for the immediate future. From there the tutorial progresses.

In terms of units, humans tend to be all around with some excellent shock troopers in the form of knights. Swordsmen, archers, and macemen will probably die in droves to feed your economy before you get set up in your lands. However later units like knights are incredibly powerful in the hands of someone who favors assaulting with infantry. Much like the real thing, knights are basically walking tanks for the period. Leveled knights can outright soak up to 80-90 percent of all damage directed at them, heal themselves, boost the healing of and resurrect entire armies, and generally kick massive amounts of rear end by themselves. Of course they also move like a snail, are extremely expensive to get to that point, and generally aren't as numerous as your other troops.

Human starting zones tend towards open plains, high mountain holds meant to withstand multiple army attacks, and thickly wooded forests. Where you start influences some pretty big decisions as well.

To give some perspective on it, Southmont, the high mountain region, has some of the best defensive traits and layouts in the game. Sporting multiple layered tiers of walls in your fortress city with trebuchets and outlying defensive outposts that can pretty much bombard and ignite the entire map outside of your fortress-city at any time means that you are an utter nightmare to attack. Enemies must first charge towards your city and through chokepoint bridges to reach it, they then must charge up hill into your first line of walls to reach your city while under fire from traps, flaming boulders launched from trebuchets, and sniper-like archers, then somehow bring down or take your first layer of walls all while continually under fire at all times.

Then they must fight in the courtyard/farming area beyond those walls against any melee defensive troops stationed there, all while being shot by snipers, archers, defensive emplacements, and anything else the defender has. Then they can take the even more highly defended inner walls if they're still alive. This is all while the defender has free reign to replace any casualties with fresh units up to level 5 in strength from barracks using their massive store of gold. Which they will almost certainly have, since Southmonthian cities have an advantage in making money and have plenty of gold mines. Not surprisingly it tends to be one of the worst areas to siege because of this, and people who start there tend to not have to worry as much about getting their town attacked by veteran players.

By contrast, the open plains area had might as well be called "Rohan". It favors cavalry and harassing enemies on the field before they reach your walls. It also has less gold generation than Southmont does. This means that battles tend to be more "open" than Southmont sieges, and arguably a bit more vicious. However they also have bonuses towards certain troop types as a result.

Their economy, like all the races, varies depending on where you pick, as the region you pick determines what your intake of various resources from your race's economy methods is. Regardless of where you start out at though, they have some incredible defenses. Humans favor thick high stone walls and lots of defensive emplacements when defending against attacks. Anyone looking to take them needs to slowly grind themselves against the walls of their fortresses if they want to even get inside to begin looting and pillaging their valuable structures and citizenry. Also, regardless of where you pick, you'll be favoring making money and resources through the traditional "harvest at static nodes on the map" method, similar to how games like Age of Empires and Starcraft work.

Also of note is that between the other two races currently in the game humans only have a specialized unit for resource gathering and looting. Elves and orcs have units that can multi-task into other tasks like combat or building defenses. Not so here. Peasants exist only to harvest resources and to die in droves looting rotting corpses on the battlefield, all so that they might fuel the burning furnace of hate and despair that is your economy. :black101:












Elves:
:agesilaus:You must listen, before you can learn.:agesilaus:

Elves are dicks. Literally almost every elf you encounter is a pompous rear end in a top hat, which isn't exactly breaking any fantasy tropes. Elves start out in very forest oriented lands, ranging from heavily seeded forests, to a swamp, to an alpine environment. Elf players start with nothing but a gigantic hollowed out tree to call home, the elven nobility that is your PC, two units of sentries, and a stunningly arrogant elven tutor who seems to spend most of his time talking down to you and who will be plaguing you for some time. From there the tutorial progresses.

In terms of units elves seem to favor heavy specialization. Sentries are basically man shaped walls when properly leveled, grandmaster swordsmen do massive single target melee damage when each soldier in a unit is fighting another unit, blademasters hit multiple targets at once like hero characters, etc, etc. Coincidentally, because they are so specialized they require a fair bit of micro to not get slaughtered. Sentries are slow and nowhere near knights in terms of offensive power, grandmaster swordsmen have terrible armor on account of wearing robes into battle, blademasters melt at a single touch of another enemy unit attacking them, etc, etc.

Thankfully, elves also get a large number of tricks to help with micro. They can hide, becoming invisible, are currently the only unit with magic (albeit summon magic) via nature spells that heal and create some fairly creative units, and have a plethora of traits and skills both at character generation and through in-game research that unlock more versatility than what they start out with.

Economy wise, their main method of making money seems to vary depending on where you start. I can't really give much advice here since it wildly varies due to their resource generation method. If you start in a swamp you'll be taking more of a "wood elf" sort of path, populating it with all sorts of wild-life that periodically gives you resources. Whereas if you choose an area like the Alpines you'll be going more of a "high elf" path, minimizing the impact of nature with buildings producing resources and lots of alchemy labs converting and generating resources.

Regardless of where you start, income is primarily from "tick" structures and units that give periodic resources. You'll be supplementing this with wardens who can mine and harvest in similar ways to humans, but a well built elven city will probably get more from the former than the latter until you build up your warden's harvesting capabilities a bit. This means that you absolutely need to be prepared to defend your city resources if you don't have a stockpile of resources, since not only do you lose access to the resources themselves if they're killed (by say, an orc army looking to butcher your deer for food), but also that you have to pay to replace them before you can gain many more resources.

Defensively they seem to vary as well. However elven buildings that aren't heavy fortifications are almost entirely made out of wood on many maps. This means that you are at high risk of being burned to the ground. The swamps may be the best for defenses because of their layout (Large pools of water and the entire map at least being submerged to character's knees means it's hard for players new to the environment to coordinate troops visually. It also looks awesome when it all freezes over in the winter.), but it feels like they're also the poorest.

Overall, don't feel bad about experimenting a bit with these guys since they're fairly complex and not very newbie friendly.













Orcs
:black101: the faction.

Somewhere between the uruks of LOTR and the tribalistic orcs of Warcraft, these guys are a pretty unique faction compared to the other two. Aesthetically their visuals are half tribal, half about basically being the most badass motherfucker on the planet. As an orc you start out with a hut in the middle of a god forsaken hellhole, an aspiring warrior that acts as your PC, two units of slayers, and a random orc chieftain you challenged to a duel in front of his lovely village and then punched in the face until he acknowledged you were a better leader than him. Coincidentally, their advisor is also the most tolerable of the three factions currently in the game.

Militarily speaking, Orcs seem to favor horde tactics. You can make your basic units for free and get a ton of troops in each unit. Furthermore, the more you have of certain troop producing buildings the faster they train up. This is interesting, because out of all of the races they have the most troop producing buildings. In fact, just about every building they have outside of fortifications is a barracks of some sort.

I haven't gotten too far into the gameplay with this race yet, however their troops seem to have less defensive stats than other races. Meaning you're encouraged to swarm an opponent and not worry as much about losing them. Likewise, certain buildings like the goblin huts mean you can literally produce swarms of zerging cannon fodder on command in both offensive and defensive actions.

Also unique to the faction is the ability to freely place structures anywhere. Where there are designated building spots for certain structures in the other two races, Orcs simply Do Not Give A gently caress. Want to put a hut on top of that gold mine to act as a storage point? Go ahead. Want to create an outpost outside of your main city to act as a way to ambush and hit attackers from behind? Go ahead. You're free to turn the map into as much of a god forsaken defensive quagmire for attackers as you want, or just turn it into an Isengard-esque fount of Orcish industry if that's your thing.

The economy for orcs is also unique, being centered around hunting and pillaging other players and locations. Marauders are your basic unit for this, and when tasked to find food will roam around your map killing wolves and whatever other nasty wildlife happens to be present at the time before skinning it and taking the meat back to the nearest storage point. Likewise, you also benefit from sieging in a different way here, since there's nothing stopping you from peeling off two units of orcs to go find food in better lands (Say, that poncy elf's forest containing all the deer he bred over a week or so.) to bring back to your homeland.

Orcs also get something like a 100% bonus to looting and pillaging resources if you pick a certain trait. They're basically designed to assault and harass other players. Though humans may be the most newbie friendly race for people coming into the game that are unfamiliar with the city building/MMORTS warfare genre.

Orcs also start near a fairly unique location. Like all regions, you can zoom into the local level to explore it. Near their lands is a region that you can travel too, which is populated by nothing but ogres. These ogres are unique in that aside from giving a ton of food, they also will randomly convert to your cause if you get their health low. This means you have an easy to obtain method of carrying supplies and getting large-scale monsters as shock troopers for your horde of pillaging barbarians.

In terms of starting territory you basically pick a hellhole and colonize it with sheer brute force. You choose a desert, forest, or swamp of some varying variety of awfulness, then tame it and turn it into an orc citadel from which you burn the rest of the world.




Dwarves:

This race isn't formally in the game yet. However their mercenary units and home regions are. Their units tend to have ridiculously powerful siege, cannons being able to level stone walls in two or three volleys. Their ranged is somewhat lacking however, and their melee troops function primarily as brick walls only. I'll add more to them once they're actually in in a formal capacity.

Their home regions seem to be universally underground. So if/when they're finally properly added in, they'll probably be building dwarf hold style underground fortresses of some sort. How that works remains to be seen, so i'll have to come back to these guys later on once more details have been released.








Dragons:

A race cut from release. The devs say they want to add them in eventually. As it is some of their units are purchasable in the form of green, red, and black dragons. All of which are expensive heroes, and all of which excel at burning player buildings to the ground and generally ruining someone's day. They also have a home region which is fairly suicidal to go too without a good army.

Dragons are one of the few units that can pretty much start massive city destroying wildfires at will. This is because they have two abilities centered around burning anything that gets near them, and can fly, meaning they can go anywhere on the map.

These are an integral part of harvesting pubbie tears, as valuable as any archer that can fire flaming arrows. Never leave your home town without one.






Undead:

A race mentioned in a few forum posts that may be done in the future. Apparently the most "PVP" of the factions. It sounds like they basically roam the map in an ever increasing horde, getting new unit types from killing other units. Not much concrete is known about them at the time.


F.A.Q.:

How come I keep losing resources on the world map?

Each army has a max carrying capacity dependent on the combined carrying capacity of the units within it. If they go over it they lose resources due to theft and spoiling. Combatant units tend to not be able to carry much due to being armed to the teeth. Either bring along some peasants, wardens, or marauders/labourers, or figure out what your faction uses primarily to haul goods and bring them along as part of the logistics/supply/trading aspect of your army. Treants, supply wagons, and ogres are all good choices for hauling goods in a large quantity. Or just bringing back spoils safely from your recent pillaging spree.


How do I trade with NPC cities?

You need to be allied with them and have them grant you trading rights. You do this by going into the city and selecting the option to conduct diplomacy with the lord there. Once you've done that a bunch of new options will open up, letting you sell resources and livestock you produce and grow in your town, hire mercenaries, train units up (Bypassing the need to risk them in combat.) for gold, and more.

When you first create a city the capital of your region should always be fully allied with you. If you declare war on any city in that region they will promptly unally you and declare war on you, so wage war outside your starting province if you want to keep availing yourself of city services without having to broker a peace treaty.

I'm getting jack poo poo from sieging ____ location.

Make sure you bring basic worker units along. They each have a way of looting corpses, which you'll have to tell them to do by either setting them to harvest corpses automatically, or right clicking on corpses generated by characters killing each other on the field and letting them start at that location themselves. If you don't do this you'll get pretty much no resources, and about 1/4th or 1/2 the gold you were supposed to get. If you do bring them along it's easy to get upwards of 10-20K gold per run on mid level NPC towns, and 6-10K on the easiest NPC towns in the game. Likewise for player sieges as well.

This game has a cash shop? Cash shops suck, screw this game!

The cash element of the cash shop is currently entirely unnecessary. In fact, if you're good at the game you'll never even need to buy anything at all. Here's why.

Each day you get a daily reward from the cash shop. This is an item that costs Crowns, the cash shop and research currency. This item is given freely to you and can be claimed each day with no catch applied. It can be anything from a special mercenary troop, to a unique hero, to a protection timer or a load of free resources. Furthermore, doing pretty much anything in the game generates crowns all by itself. Do a randomly generated quest? Get crowns and standard loot. Win the easiest NPC sieges in the game? Get at least 20 crowns and also whatever loot was gained from pillaging the town.

The most expensive hero unit in the game costs 120 or so crowns. And heroes and the purchasable units do not inherently give a buff since they can also permanently die and start out at level 1. As a result, if you actually play the game you pretty much never need to purchase crowns for cash for any practical reason. The cash option is there for someone who is ridiculously impatient or falsely thinks that their credit card will give them an edge.

Every day two items also go on sale too. This can be anything from the most expensive unit (Royal Dragon) in the game, to a the most basic protection timer. The catch is that the sales are often very good. I got a second royal dragon for about 36 crowns just by checking the sales tab on the market. Normally they cost 120ish crowns, so that's an amazing deal.

You can also buy crowns for gold. But this is stupid given that it's expensive and a few decent fights will have you rolling in them once you've gotten set up.

Some guy robbed my army I set up to sell livestock and resources to a nearby town. :(

Never send out trade resources like that without an escort. This is one of the ways new and old players can make massive amounts of money in a short amount of time. Since the game measures army strength to determine whether there are any targets nearby, a clever player can try and guess what the average player in an area is using to guard and transport resources. If that happens to be nothing but a bunch of peasants, supply carts loaded with resources, and livestock, they're either going to extort tribute out of you or kill all of them and take the resources for themselves.

Coincidentally you can do this too with a bit of finessing. Send a few basic units out with your lord, and you may be able to snag some poor bastard who thought he could quickly move a bunch of carts full of resources to a nearby town. This means he'll pretty much have to pay tribute or be demolished by your troops, which equates to free units and resources/gold. Typically the only people out with extremely low army strengths are either unguarded trade armies or other bandits, and if the latter are smart they won't take you on head on. That way they don't have to risk stopping to rebuild their troops if they get killed.

Why do I want to burn things and bring a dragon with me whenever I siege someone?

Like units, buildings incur penalties when destroyed. Normally this isn't a big issue, since most destruction comes from your forces duking it out rather than straight up salt-the-earth style attacks on cities. Damage to buildings requires you to spend resources and time to rebuild them, with a large number of buildings potentially taking a very long time to repair.

Dragons can spawn huge infernos that eat up large amounts of space very easily due to their flame wall and fireball skill. They also have insane mobility, being able to fly around to any area on the map that can fit them. Thus, for maximizing the damage to a settlement they are a great choice. You can easily force someone to drop hours of time into repairing their settlement if you demolish everything they own in larger towns. Especially if their army got massacred to a man on top of all the structural damage you did to their walls and town/s.

If you can catch someone with wooden fortifications they'll also be especially hosed. This is because the wooden walls will collapse, leaving them defenseless for the next guy to come along after their grace period for being attacked again ends.

The community tends to be fairly chill about this from what i've seen, but like any game you'll always get that special breed of rear end in a top hat who thinks that because he sperged out and maxed out a horde of 30 elite knights he's hot poo poo. So taking that and the means to reproduce them away can cause some fairly spectacular meltdowns if the person takes the game too seriously. Especially since it means that person is back on the bottom of the pile getting poo poo on by everyone else who acts the same way as him until he can repair all the damage.

And even if they don't get angry at you flame walling every house they own while your army slaughters their troops, you've still basically delivered the game equivalent of a kick in the nuts to them.

How do I go about getting a Royal Dragon or other variety of countryside immolating monstrosity?

Sieging a low level town is probably your best best. The east most human territory is good for this as it has a port town that's fairly interesting to attack and is lightly defended. There's nothing stopping you from just sieging a town and declaring war on it over and over again for crowns. Or you can just quest for awhile to get them that way, if that's your thing.

Alternatively you can refer a friend to the game. This not only gets you 120 crowns (Enough to easily buy a top tier dragon.), but also gets you an ice dragon. An ice dragon is a type of dragon that currently cannot be obtained at all outside of developer giveaways. I have absolutely no idea what ice dragons do, but cold is an elemental damage type that no other unit in the game appears to use or have damage resistance against currently. So it'd be fairly destructive.

As a side note, there's also a type of dragon called a haunter dragon, which is handed out on halloween. Presumably both types are overpowered or have equally destructive environmental effects? Being able to freeze over chunks of the map would probably be as funny as burning them down, if that's how it works. If anyone knows what they do feel free to let me know and i'll update this part with info on them.

Either way, try not to poo poo up the topic with referral requests if that becomes the preferred method of getting one quickly.

How to get infinite ogres.

There is a territory near the eastern edge of the elven lands and near the orc lands that is populated by nothing but ogres on the local map. Killing these ogres gives you lots of food if you harvest their corpses (Cannibalism for the win, I guess. :black101:), but they randomly join your army when you get their HP low too.

Ogres act not only as a high health AOEing crush type damage unit, but also can be a logistics unit for orc armies. This means you can convert your supply wagons over into a murderous storm of ogres to help crush high defense units like knights that tend to not have as much crushing defense.

My town is full up on population, and i'm not making enough money!

You can actually harvest resources in areas other than your town. Not only can you do it on every battle and local map (Which is good for getting more ammo for siege weaponry mid fight.), but you can also do it on the world map too.

If you select an army's options in the field on the world map, you'll see you have the option to build a camp. This acts as a sort of fortress. While a camp is set up you have increased defenses and the ability to harvest the surrounding terrain through the manage economy pain. Any worker units present in the army can be tasked to gather resources, which can then be shipped back to your main town periodically in convoys.

This also frees up your home town to have more defensive units in case of an attack too.

Just remember that your outpost can be attacked. Which means that you should station guards both at the outpost and in any supply convoys.[/i]

What about a guild for goons?

They literally just added guild support in as part of the content expansion they're currently releasing. I'm not sure how it works yet, outside of it costing 600 crowns to make an alliance. I'm slowly saving up the crowns for it, so if there's an interest in the game and the bugginess/unpolished nature of it doesn't chase people off, i'll make one eventually if no one else does.

Planned content updates that have been announced:

Siegeworks:

quote:

Announcing “Siegeworks” Expansion Pack for the new siege combat MMORTS Dawn of Fantasy

Toronto, Canada – 10/08/2012 Reverie World Studios has announced plans for the first expansion pack to their flagship MMORTS game - Dawn of Fantasy. This massive expansion pack, titled Siegeworks, is due for release later this fall, and promises to greatly enhance the gameplay experience in Dawn of Fantasy's Online Kingdom. And the best part - this expansion is absolutely free! Reverie World Studios has stated that they see this as a way to give back to the community that supported the development of Dawn of Fantasy over the years.

The new expansion will put a strong emphasis on Player vs Player siege combat with the introduction of territorial control and epic realm warfare. In addition, the expansion will also greatly expand the game world, adding new towns to attack, new units to recruit, more quests to complete and new gameplay options.
This massive expansion comes with an impressive feature list:
More Towns - Fifteen new NPC towns that players can visit, siege and defend! This more than doubles the number of attackable NPC towns in the game world
New Territorial Control gameplay - players will be able to take command of any of new and existing NPC towns across the realm either through the expanded diplomacy system or through
conquest
New PvP Mode - players will battle each other for control of NPC towns in the brand new NPC Town Siege and NPC Town Defense modes
New Units - Several new siege engines and units will be added to the game, giving even more strategic options within Dawn of Fantasy's already impressive siege combat gameplay
More Quests - the existing quest storyline will be expanded, plunging players into global warfare as various NPC realms and towns fight for domination providing a lot of siege combat opportunities
Get ready to experience Dawn of Fantasy like never before. With fantastic siege combat in a persistent online world environment, players will build, trade, ally and siege with hundreds of other players as they try to dominate the entire realm in the most elaborate persistent MMORTS game on the market!
In the weeks leading up the launch of Siegeworks, Reverie World Studios plans to release numerous showcases, a detailed feature walkthrough and a video overview.

Basically a huge PVP, PVE, and quality of life expansion. Not much to say here. They're still in the middle of releasing this one, with some of the towns having been added in, and the new units apparently coming later this week.

High Seas:

A content expansion focused around sea-faring and naval combat. Not much I know about this one, however you can already see some pretty huge boats in the game in the new human city, and there's a naval city already visible on the world map.

From a forum post about it:

quote:

There are boats, and while Siegeworks doesn`t add full on Naval stuff - this will be part of the High Seas expansion pack (with navy vs navy pvp, naval quest storyline, island npc towns, sea-shore based homelands e.t.c). However Siegeworks does include Amphibious Sieges. For example - you and your friend are sieging an NPC port town (or perhaps it controlled by another player). One of you would start with your army on land, and another would have his army positioned on boats, you`ll land and attack the enemy.

Magic Expansion

Ever wanted to pretend you were a wizard? This is the expansion for you. It'll add magic to the game, obviously. There already appears to be a special spell tab in the market to support this, and the wiki has some info on what appear to be units that were held back for this. Not much else I know about this one unfortunately.

List of Players:

Adding this until we get an alliance set up. You can use this to team up with people in sieges and fights until then. Using the alliance system should make this much more intuitive, but until then this will do.

Archonex
InfiniteMonkeys
TheParker
JuniorWarden
GameroftheGame
Linco
HuoShengdi
BuzzW
Dilbereth
Linco
Quotable
JerkJerk

Archonex fucked around with this message at 11:11 on Jul 2, 2013

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Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Drink Cheerwine posted:

Sounds like a really cool game.

You might want to include some links, though. Like to the steam store or the game's website.

Just added them, thanks.

There was so much stuff to cover it was kind of hard to try and squeeze it all into one post. Which lead to me forgetting some stuff like that while drafting up the OP. :v:

Archonex fucked around with this message at 06:10 on Jun 25, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
I added a new section to the OP for listing names of accounts. If you want it added just post your name here. It'll do until someone can come up with a decent name for the goon alliance. If you friend some of them in game (or just post a "hey, i'm online" post) it should act as a good stand-in for the alliance grouping system. Extra says he has the crowns to make an alliance, but we don't have a name yet. So once that's set up we should be good on that front.

I could also definitely be mistaken, but I could have sworn that part of the current content expansion, Siegeworks, involved more freely placeable defenses for the two races with static defenses. I'd need to check though. I do know that it's not fully out. There was a developer giveaway twitch stream (Keep your eye on global chat for these if you want free stuff.) a few days ago where one of the devs mentioned a bunch of new units coming out soon. And on top of that these guys seem to take the "Mount and Blade" approach to slow but steady releases in place of massive expansions every now and then so far.

On that note if you're online now, i'm ingame as Archonex. I can pull you through some very basic NPC sieges if you want crowns and loot for building up your city or burning stuff.

Archonex fucked around with this message at 15:52 on Jun 25, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Extra posted:

Motherfucking Orc Tosser

Oh my god, it's something straight out of Warhammer Fantasy. :swoon:

I need to find out if you can buy them from orc cities. I must launch my murderball of knights into battle. :v:


Edit: That first horse drawn cart looks suspiciously like a jury-rigged flamethrower. Humans can lay down oil to burn stuff with, and their normal cart for that looks exactly like that.

Archonex fucked around with this message at 16:09 on Jun 25, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
Apologies for disconnecting earlier InfiniteMonkeys. Internet cut out.

On that note, I discovered some new features today. Going to add some new stuff to the tips section in a few. I remembered how to get infinite ogres no matter what faction you are. Also how to make money outside your town in outposts.

I forgot you could do it, but you can set up mini towns on the map as well. These currently aren't "enterable" like your main town, but you can create outposts using them that harvest resources from the surrounding terrain automatically by telling peasants in your army to gather nearby resources.

Infinite Monkeys posted:

Turns out you can only have 49 ogres in an army. Should be enough, though :black101:

e: What are some easy NPC cities to siege near the forest?

Westerdale, one of the new cities, is great for sieging. It's a seaside town that's basically a lightly defended port. Once you're past the first rather lightly defended set of stone walls it's just street to street fighting. And you can skip a fair bit of that by just burning the whole city down before moving in with assault troops.

Just be careful you avoid the bridge on the main street from the south gate. One of my co-op partners tried to rush it with ten units of swordsmen and the AI apparently blocked him from crossing the far end of the bridge before archers set it on fire. Cue panic and a bunch of slaughtered swordsmen as he tried to pull them back. :stonk:

That was actually the town I was trying to get us prepped to attack earlier before I suddenly disconnected.

Archonex fucked around with this message at 01:15 on Jun 26, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Gamerofthegame posted:


As a aside, you also can't loot everything with your marauders. Goblin camps seem to curiously always be lootless, for example, so if you are confused when you tell your marauders to loot everything in the area and they sit around... Well, don't.

Just a heads up on this, but they just retuned loot drops from open world (IE: Not sieges, but the local level map mobs.) mobs last patch. I noticed it when I went to pillage my home province as a human. Prior to the patch I was bringing in 5-6K gold just for burning down a village. Now it's more like 1.5K. Loot is apparently currently scaled off of level at the moment.

This does have an upside though. It creates a situation where you've got more people running around the map, open to getting attacked. Also, if you have the power, going dragon hunting in Sssslista (or whatever it's called) is a great way to get cash and insane levels. It's one of the reasons why I like humans so much. Aside from basically playing as a mobile wall of iron and steel, they get a hero that has skills that shut them down temporarily. It's literally a dragon hunter, and a few of them can tear that place apart if you somehow get your hands on multiple heroes.

Archonex fucked around with this message at 04:17 on Jun 26, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Zaodai posted:

Archonex, you mentioned cooperatively attacking an NPC town along side someone elses army. How does that work?

I'm not really in a position to do so (I'm a bumbling newbie and I lost a shitload of guys fighting an orc camp for a quest), but a couple of my friends have a significantly better start and would probably be fine attacking a small NPC town if they could team up.

Actually just got done with one of them. You start them by going to one of the cities on the map and entering it. From there you go to the diplomacy section with the city, and choose to declare war on it.

This is part of the whole "territory control" mechanics, which Siegeworks is apparently expanding on so that players can control swathes of the map somehow. This is going off of the announcement of the content update that I put in the OP. Currently though it lets you get into a variably difficult siege against the AI and a friend. You can choose to invite a random person in the region near your army strength, or you can choose to type a name in in the matchmaking screen if you want to invite a friend. Each city has its own unique layout, and rewards are pretty high for beating the later ones. I got over 12K gold just for taking out Westerdale, which is probably lower on the difficulty scale of cities available to fight.

Co-op fights are harder than solo fights, and the AI gets a lot stronger in terms of units it has and (apparently, from that last fight I was in) intelligence. The upside to that is that they do appear to give more loot and resources. And two players that know what they're doing can work a lot faster at grinding down defenses than one guy with a few siege. Especially since siege takes up a slot, which means that both can bring their own.

Case in point, the Westerdale siege I just got out of, which I was typing up as an edit to my last post. I'll just post the stuff showing off the PVE content here instead though. It also shows off the weather effects, and what a town/seaside region looks like during the winter.


Anyways, I just had an entertaining siege of one of the new cities while farming crowns and gold. After a lucky cavalry charge by the AI destroyed my cannon, I crafted more siege from the camp on the battlefield and broke inside through the north gate. As I was going through the tenements to meet up with my ally the AI sent in swordsmen to blockade the tenements, then freaking torched the place while my army was trying inside of them trying to fight past the troops there. This served to cut me off from my ally and made it impossible to advance until the entire north half of the town had burnt down.

This would have worked great at splitting us up and giving it a shot at a few free kills. Too bad my (disturbingly bloodthirsty) pubbie ally brought literally nothing but heavily armored mounted knights to the fight though, so it couldn't pull that trick on him. Most of those last few screenshots are what happens when eighty mounted knights decide to charge through a pre-inferno city fire all at once so they can reinforce the ground troops attacking the AI commander. That last image is what happens when they cluster up so heavily to hack the commander to pieces that they end up clipping into each other. Needless to say, the AI commander didn't make it. :v:














And a post victory screenshot showing us hunting down and executing the survivors in the burned out ruins so our peasants could loot their corpses what the town looked like by the time we were done wrecking it. :black101:




Also, here's a comparative pic showing how badly fire can wreck a lightly populated (yet still somewhat cramped) town if left to roam unchecked. This is what it looked like at the start of the siege, before the AI resorted to burning its own homes to keep us back once the walls fell. Westerdale is also worth sieging at least once since it features the (highly flammable) first boats i've seen in the game. They're huge, look like they're made to haul entire armies when used in a fleet, and are apparently part of the upcoming naval warfare/piracy/naval colonization content update.



Suffice to say that PVE sieges are :black101: as hell.


@Extra: Yeah, it needs to be within a certain range. However it's not that hard to finesse it once you have a few people set up, and a high level force can split itself up pretty easily to team with lower level players that use swarm tactics.

Archonex fucked around with this message at 05:28 on Jun 26, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Scyantific posted:

Can we stick this in the OP and give moderator status to Archonex and Extra? Would be cool to set poo poo up in chat and just waltz around spreading the word of the fire lords around.

I added it to the OP at the top.

Also, if I missed adding your name to the OP just message me or let me know in here. I think I got everyone on the first page. Until Extra gets the alliance up, out of game coordination/friending people in the lists in game is probably the easiest way to go about meeting up.

On that note, I vote for Dawn of Goons. Or Dawn of the Goons. The Mongoonian Horde is good too, if only for how much this game encourages you to burn poo poo down when fighting your enemies.


Edit: Also, big update. I just checked my email, and apparently four people used me as a referrer. Which means I have four bonus codes to hand out. I don't really need them, unless we're going to use them to fund the guild's creation. So they're up for grabs for anyone who wants them.

Each code gives 120 crowns and an ice dragon. Which is enough to give any newbie a huge edge up in the early game. The crowns will allow you to buy the best dragon/a poo poo-ton of hero units/research a ton of upgrades and unlocks. And if you wait for cash shop items you want to show up in the daily sale tab, you'll be able to get a ridiculous number of hero units and other boosts.

Also, ice dragons are currently the only unit in the game to use cold damage. Cold damage is a damage type that currently no unit has any mitigation too. This should make them excellent hero slayers, since every hit with ice wall causes 100% damage. It may also have other special properties too given that flames tend to cause immense city devouring fires. Testing is needed on that front. Ice dragons also cannot be obtained at all at the moment outside of the referral program or a special developer giveaway.

If you want one of these codes, PM me and we'll see if the game lets you use them. I'll hand more out as I get them available.


quote:

I would advise against buying crowns for real money at the moment. I just had 700+ crowns magically disappear from my inventory out of nowhere. Emailing support about it so at least hopefully they can restore them.

That's a bug I read about on the forums. They should restore them if you send in a ticket. Worse comes to worse i've found some easily defeatable NPC cities that will let you farm them up really easily. Though it's not really a good idea to buy crowns at all at the moment due to how easy they are to get. It's very easy to get crowns just for playing the game. It isn't like Stronghold, where they force you to buy cash shop items to compete equally with other players.

Archonex fucked around with this message at 05:22 on Jun 26, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
The alliance is up. Extra used his crowns to make it. Apparently the name is Dawn of Goons, with the alliance tag being [DoG].

In other news, the current pop cap is five people until we expand the guild level. :stonk:

Thankfully the price for it is pretty low at the moment. Just need Extra to figure out how to grant ranks and I can use one of these codes to increase it so we can get more people into the alliance.

Archonex fucked around with this message at 07:13 on Jun 26, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
If you need gold or food, let me know. My starting region pretty much shits it out, and I regularly do sieges that give me 12K gold (and 5K or more wood too) just for not looting any of the corpses.

On another note, how should we handle the crown farming for boosting the guild? I ask because I have a number of referral codes that we could use for that purpose, if people wanted. I could use them to quickly remake and then upgrade the guild to hold more people, if Extra doesn't want to mass farm crowns for upgrades or Reverie doesn't want to change guild leadership (So far, it sounds like only the guild leader can do upgrades like that?). Alternatively I can just give him a few codes to help him upgrade the guild.


Edit: And if you think 350 points is bad, you should see some of my armies. 850 points is the smallest army size I field at the moment. I've won so many battles/taken so few losses that most of my currently fielded units are level 10+ and the game gave me the title "Archonex the Invincible" due to them. :unsmigghh:

Archonex fucked around with this message at 18:55 on Jun 26, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Innerguard posted:

Awesome, wouldn't mind a little gold but Extra has been helping out with stuff, so there may be other goons more in need. As for the referral codes, wouldn't say no to one (PM'd you) but if it is better to use for the alliance, well. The greater good and all that.

I guess it's really up to Extra. If Reverie Worlds can't change leadership if he has to quit in the future or he doesn't want to spend the time farming it, it might be better to remake it and just let me dump a poo poo-ton of crowns into the system via referral codes. I can't imagine that the devs wouldn't let you change the leadership of the guild in a case like that, though, so we should be good.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Extra posted:

I've figured out how to farm co-op sieges pretty quickly so it shouldn't be too much of a problem getting a larger alliance size. If I ever do quit I'll just hand my account over to Archo or whoever is active.

Rightio, handing out the codes then.


Edit: Sent out a code to everyone who had sent a message to me through PM's. If you don't have private messaging, you can also just leave a request here and i'll pass a code along. I've currently got four left. Try and use PM's though if you have them, so we don't clutter up the topic.

Archonex fucked around with this message at 19:25 on Jun 26, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

AfroSquirrel posted:

Is it possible to level units outside of battle? I just grabbed a Dwarven Cannon that was on sale and don't want to risk it just yet. Also, it seems that they start with a single shot per battle.

Do you still have an extra referral code, Archonex?

I do. Sent them out to those who asked, but it says I can't send you private messages. Posting it publicly is just asking for it to get nabbed, too. If I see you in game I can pass it along.


Also, the ability to respec units without any cost is probably the only big issue I have with the game. It gives certain army strategies a huge advantage, provided they have the time to regear. Coincidentally this makes sieging some areas (Like loving Southmount.) a godawful pain in the rear end. Since there's significant leadup time prior to when the attacker can strike.

That being said, having gotten a max level Southmount citadel, I can say that there is one counter. This is also a good strategy for people looking to just burn poo poo down and not worry about winning, so this might bear reading:

How to pillage and burn on the cheap:

In Southmount, 90 percent of your houses and industry buildings are placed outside the badass super-castle on top of a mountain. Meaning you can watch the tears flow downhill in rivers from there as they watch you burn down their massive gold farming economy if you know what you're oding.

Bring along like 1000 to 2000 or so gold and a few trash peasants and you can usually burn the place down before passing the defender/s the the equivalent of a waiter's tip to rebuild the countryside surrounding the mountain before retreating. To retreat you should have to give tribute in the form of a proportion of the resources and the trash economy workers. Which is nowhere near enough to repair it all if you managed to wipe everything out. :unsmigghh:

You can also supplement your resources by using the peasants/marauders/wardens as looters. This will give you a poo poo-ton of gold to work with, and will probably have you taking some spoils from the inevitable defeat that a pillaging run (As opposed to a siege run.) will give you. Sure, you'll take a "loss" on your profile, but that means nothing if you earned some crowns and gold/wood/stone/food from the siege itself while burning his home down.

This also works with many high level PC cities that favor heavy defenses. Many of the ones i've seen so far put their major industry buildings outside the walls, keeping troop producing buildings inside. Meaning the defender has to not only repair the damage, but also bring their industry workers back inside before they get massacred during the siege.

Given that dwarven miners are hands down the best gold farming unit in the game economy wise and can only be obtained through daily rewards or the crown shop, this is a big deal for people looking to do indiscriminate damage to an enemy. Slaughtering their resource producers means they have to rebuild the workers and put them back on the resources once they're ready. This can cost crowns, or resources they might not have (In the case of elves.) without paying more resources to go to the market.

Keep in mind though that if a player realizes you have a lovely army, they might sally out once they see you burning everything down. This is a potential strategy for taking a castle however. If you can provoke them off the walls and onto even ground you stand a better chance of taking the castle itself, since you won't have to deal with as many ranged units on high cover or as many melee units that can easily retreat to cover to heal up.

Many players know to put high level archers with max range on the walls (Since the only reason to use the basic archer type is their ridiculously insane range.) to whittle down intruders. Killing them basically delivers what is usually a deathblow for the defenders. So finding an area they have to sally too is a good plan for actual defenders as well, provided you have the time to kill the army they send, then take the castle.

One final thing. All PVP gives crowns if they accept, even if you lose. And they have to pay you tribute if they refuse to fight you. This means they have to give a portion of the cities stocked resources to you, and any economy or military unit they have if they don't have the cash. Making good use of "raiding and pillaging" armies like that, as opposed to siege warfare, is a good way to get cash if you're good at it. Though again, if you're the type to obsess about your sick K/D ratio this probably isn't going to be your favorite tactic.


All in all though, my original post I typed up basically described it as "Mount and Blade: The MMO: The RTS", which is spot on in terms of presentation. Which is exactly the sort of medieval warfare gaming itch I was hoping to scratch when I picked this up. Hilarious that someone else picked up on that too.



Edit: Also, some of the lore that pops up in the loading screens in this game is goony as poo poo.

Southmount, continuing the trend of being the most ridiculous area in the setting, has a "soap day" where a bunch of young men chase a slippery bar of soap down a fast flowing and rocky river. They do this because it's the "Menthorn"; Menthorn's being some traitorous assholes from the regions down south that keep trying to depose them as lords of the realm. Why they try to embody a bar of soap as them is beyond me. :gay:

Also one of their famous characters in the lore basically rage-quit a simple game by chopping his own loving hand off with an axe or something. Which is remarkably in line with what players probably feel like doing after they lose their city there. Place is expensive to get the defenses set up due to all the unit considerations.

Loading into sieges around there is basically a gamble to see what ridiculous (and possibly badly typed) bit of lore i'll get to read at any given time. I'd take screenshots of some of it, but Steam refuses to let me. :argh:


AfroSquirrel posted:

Well, I guess that's good news and bad news then. Ammo won't be a problem, but I won't be able to have a L10 Dwarfgun one-shotting people's knights with maxed out grapeshot.

Dwarven cannons actually get a special ability called "grapeshot". It has a low range and appears to be built for line fighting in the field, but it looks to be suitably destructive. I haven't had a chance to use it yet outside of a PVE siege. When I did use it though it pretty much decimated the reinforcement knights that came charging in when the timer for them ticked down.

Archonex fucked around with this message at 19:27 on Jun 29, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
So I found a decent trick for getting cash as a developing city. If you're playing as orcs or elves, there's a region called Dunn Ergast or something like that near their lands.

It's filled with dwarves and loot. Including mine carts with 400 stone and gold. One skirmish in the place with nothing but level 5 grandmasters and rangers netted me 3200 gold. Which is great money for someone starting out that wants to get that strength 800 empire.

What you want to do is, from the entrance, head due west to take on that middling size army of warriors and gunners. Then send in your troops to loot them. Not sure if orcs can loot the mine carts, but if so you should get a ton of stone for your trouble as well. From there, go where you want if you have the time and troops. When done looting the western army and/or exploring, exit and repeat for quick cash.

Previously Southmount was my place of choice to get a poo poo-ton of army/city building cash like this, but it seems they nerfed its output. So this may be where you want to go now. Just keep in mind that the dwarven gunners aren't anywhere near as lovely as the pubbies claim, and there's a double stacked line firing in ranks once you're hacking away at the dwarven warriors. Charging the gunners lead to a bunch of my grandmasters getting cut down before they got in range, so bring an AOE healer if possible.


The whole place looks cool as hell, too. Makes me wish Dwarves were a playable race since it looks like something out of a 3D Dwarf Fortress. There's excavations to dig up resources all over the place, and monsters overrunning the place deeper into the mines.


Edit: I should mention that this is how I got an army near 1000 strength. Which puts it in the league of crushing medium difficulty cities outright. The cash, once you don't have any economy or defensive uses for it anymore, can be used to train up units in levels.

Archonex fucked around with this message at 23:12 on Jun 30, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
Just a heads up, but path finding is supposed to be fixed soon. Hopefully it's coming with the new units. Apparently it's part of Siegeworks, from the old post I saw.

Apparently the lag from path finding is due to every unit moving individually as its own character or something.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Extra posted:


vvv Alliance is currently full I need to farm like 140 more crowns to expand it again, sadly real life (and making the new UI skin) takes priority over farming. vvv

If you want I can give you a referral code. That'll knock it down to having to complete one PVE battle.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
What Extra said. Also, check their level. Sometimes the game throws in a few elite units just to make sure you don't AFK after setting the game to auto attack the keep.

Case in point, my last siege. I was wondering why my swordsmen were dropping like flies in the final stage of the assault I just got through. Then I noticed a lone soldier standing on the ramparts atop a literal mountain of 50 swordsmen and knight corpses, busy cutting down the last remnants of the troops I had sent to take that part of the inner keep.

After retreating the survivors I looked at his stats. Turns out he's a level 60 High Knight with 75s HP regen and insane damage. :stonk:

Ended up sending in my trio of heroes to take him on, supported by twelve level 8-11 archers. He started kicking the heroes asses, though they could stand up to him in battle. At that point the fight spilled out onto the ground beneath the ramparts, where my healed up level 20ish royal dragon and the revived swarm of knights and soldiers joined in from a nearby healing well.

It still took a good five minutes to kill him. I actually had peasants weaving their way in and out of the fight, looting the bodies mid brawl since he was slaughtering so many characters that the corpses in other areas of the map were despawning. He ended up going out in the most metal way possible, atop a mountain of flaming corpses I eventually resorted to setting on fire just to slow his rampaging rear end down. :black101:

Archonex fucked around with this message at 20:57 on Jul 1, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

AfroSquirrel posted:

How hard are the world-map NPC sieges compared to the newbie quest ones in 'Dangerous Neighbors'?

It varies according to the location being sieged, race sieging and defending, and army composition. A strength 400ish army with a hero or two can take most of the easy ones, so long as you're patient. This is also why humans and elves are good, with humans pulling out ahead. Humans can fight through attrition like no one else, provided they use all of their healing powers and pack lots of knights in to supplement AOE regen.

Between knights having an AOE heal, and the lord having one, they can basically just wade into keeps once a breach is made and ignore anything but massive infernos. Something that can only really happen once per a part of the map due to fire burning up ignitable materials.

That being said, they're definitely harder than most quest sieges. Quests are randomly generated past a certain point (You appear to unlock more repeatable quests as you go along.), and appear to be a way to farm crowns and resources outside of sieging, PVP, field battles, etc, etc.


You'll probably get bored if you just do quest sieges though. I really wouldn't recommend it. Find a goon online and do co-op on an easy keep or town. Westerdale is great for co-op since it basically turns into a giant street fight/pillage and burning expedition once you breach the first walls.


Edit: Alternatively, do local zone exploration if you want to level up fairly risk free while getting gold. I posted a few locations that give 3-6K gold easily, and will level up units fast. They'll get you to where you can do sieges easily, if you don't want to muck in and risk losing a few units.

Just avoid the dragon race's starting zone. The dragon race isn't in yet, but the regional zone is. The second I zoned into there I had 3 40K HP royal dragons flame walling my army. And that was just what I saw at the entrance. What I glimpsed beyond it was even worse. :stonk:

Place would be good to hunt at if you built a dragon slaying army though. I imagine the cash and XP would be batshit insane. You'd need to train up some dragon hunters to do it however.

Archonex fucked around with this message at 11:19 on Jul 2, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

nucleicmaxid posted:

Just start to do the line, it's easier. That way Archonex doesn't have to hand out every last little piece of reward.

A referral line might be good. If it gets too active a PGS thread can just get started to handle it.

Also, if you haven't gotten a referral code yet, either PM me or post here and i'll send you one. I think I have four or five left as of now.


quote:

Also how do i cash in my haunter dragon and my dwarven army? I only got a code but can't find the spot where i have to turn it in. Ingame? Guess i need an army first.

There should be a "redeem code" option in the in game market.

Archonex fucked around with this message at 10:55 on Jul 2, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

AfroSquirrel posted:

Level 20 is the max for troops, and Level 60 is the max for heroes.

I still haven't managed to be on at the same time as you, Archonex, so could you email one of the codes to Got the key, thanks!?

Don't know if you got it, but I sent the email on ahead. At this time I have five four referral codes left after sending a second one out, too.

Archonex fucked around with this message at 08:28 on Jul 3, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
Ice dragons do elemental damage as of the latest update, so they're one way to damage them. Elemental damage is currently completely unmitigated. Dwarven warriors are listed as heavy units, same as knights are. So they have the same damage resistance types more or less. Which can be exploited.

There's a few ways i've found to deal with them. Fire is always good, since you have to dump a ridiculous number of points into what is often a fairly useless skill for heavy soldiers to get them moving fast. Stacking endurance is only useful for knights that plan on acting as a back line resurrection/field hospital type unit.

Hit and run attacks can work too, since dwarves don't have a HP regen skill like knights do.

As of the latest update, macemen are now useful as well. Macemen and similar crush type units actually are supposed to be the counter to heavy units. If I recall, mace wielders also get an innate hidden boost to beating the poo poo out of knights, dwarves, and other heavies too. I don't think it's listed anywhere but their info tip on the barracks, but it should exist.

The patch updated their stats so they aren't useless cannon fodder too. So keeping around a few expendable regen/damage stacked macemen to suicide/obliterate heavy troops with is now useful.

Problem used to be that macemen had poo poo all defense. Which meant that if you traded them out for swordsmen/sentries/another sword type unit you were basically throwing away the factional advantage you had. Not so much anymore. They're not as ridiculously defensive as those units, but they appear to be able to hold their own now.


Edit: Also, i'm not sure what the other factions have as an equivalent to this, but crossbowmen are apparently great against heavy troops. Get them to about 800 range, put them behind some tanks, dump the rest in damage, and laugh as they impale everything with 500-600 damage shots per unit by about level 10.


quote:

We at least need a basic rock paper scissors system and I'm not really seeing it.

This is what I meant by the "hidden boost" thing. Their tool tip says that they perform better than what the attack/resistance ratio shows against heavy troops. Apparently macemen are intended as one of the hard counters to heavy soldiers.

I think there is some sort of rock-paper-scissors system set up already. It's just somewhat obfuscated. The devs have confirmed it does exist, and at least one of the races mentions hard counters as part of a hidden bonus when I last checked.

For example, the human unit tool tips mention that each unit is a counter to another unit type. Fpr instance, I believe units wielding halberds do more damage to mounted units and large monsters like dragons, ogres, etc, etc. This is in addition to their formation bonuses. Halberdiers also get the unique "schiltron" formation. Which is similar to how knights can amp up their defensive stats to be a tank for other units.

The only question is whether the bonus is actually significant or not. I haven't really tested it that much, and it's hard to get an accurate reading since there's a wide variety of unit specs people set up in the game.

Archonex fucked around with this message at 21:55 on Jul 7, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
Build a barracks to make more troops. Then get some decent gold production going. Southmount has great gold production via sheep and all the gold mines. With a fair amount of gold coming in you can just tribute anyone that attacks you until you're set up. Plus, with a higher level market you can just buy any mats you need.

I make somewhere around 80 gold per minute (Higher most likely, since i've tapped out several mines repeatedly.), and I pretty much cap out my stock with full houses every hour or so. That pretty much gives you the freedom to do whatever the hell you want. Especially since crowns originally only cost like 2K, and their price was nerfed from the 10K they were last patch. Meaning you can also buy crown shop items en-mass with a bit of prep time.

The reason the timer is counting down is because you built a palisade. Which is a wooden wall surrounding your town's inner workings. Upgrading to stone ought to be your first big priority after getting a decent defense/raiding force, and getting your economy set up. The reason being that wood burns very easily and can't have troops stationed on top of it like stone walls can.

You should probably also get some knights to heal your troops and archers/swordsmen for basic combat if you're attacked. Also don't forget that so long as you have money you can build troops during a siege. Wave attacks of archers and melee troops are good for wearing attackers down.

Keep in mind the outer wall will give you more space to defend. Plus, Southmount's outer wall placement funnels enemies into chokepoints on bridges leading into the heart of your territory. You can lay down traps and oil at each to create a ridiculously lethal inferno that will instakill any heavy troops that march over it.

Archonex fucked around with this message at 02:35 on Jul 8, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
On that note, i'll be sending out a new wave of referral codes once I get a chance to check my email and messages. Send me a request for a code if you haven't gotten one yet, and i'll pass them along until I run out.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

ProZocK posted:

How do I send you a request ingame?

You'll have to message me when we're online. If you don't have private messages, you can just put your email here until I can send a code to you.

Though, given that, maybe it would be a good idea to set up a PGS thread for referral bonuses. That way people don't have to wait for me to hand them out.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Extra posted:

My siege strategy is literally fly in a bunch of dragons beat the boss into a pulp and win in like 3 minutes.

This works up until you get a level 40 high knight boss that can eat entire battalions alive. At which point it turns into a very expensive mistake. :v:

Also, I sent out a new wave of keys. Given that it's starting to get hard to coordinate handling invites (Not that i've had much luck there.) and handing out and keeping track of available keys, I may set up a PGS thread where you can request them.

Also, if I missed sending you your referral key feel free to let me know and i'll get you a key as soon as I have one available. I think I have a few left right now, in fact.

Archonex fucked around with this message at 02:39 on Jul 16, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
I should mention that if you're hard up on crowns, sieging Westerdale is really damned easy up until you come to the final boss.

The final boss is stationed on top of a stone wall, and is a high level high knight. So since there's limited space he can slaughter everything around him. The trick is to yank him down to the healing springs at the bottom of the wall so your units can heal while fighting him.

Also, to burn the city to the ground before properly storming it. Otherwise the AI will deliberately set it on fire while retreating to burn all your troops alive. Which is hilarious, but can cause some really panicky moments. :stonk:

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Extra posted:

I really really don't think so considering a good portion of their damage can't be resisted and their pathfinding is a lot quicker than most units.

This is a bit late, but they actually could use one. After it was mentioned that one guy put together an all dragon army to exploit their power, I tried the trick myself to see how it worked.

It doesn't really work without the loading screen exploit, which apparently was since patched. The reason being that dragons appear to have greatly reduced autonomy in their AI compared to your average unit. As a result they require a lot of micro.

Tack onto that the fact that a melee unit can utterly screw them up even up to level 20 if it's well statted, and you have a recipe for a dead dragon fairly easily. This is especially true after the patch that buffed the useless melee units, which included units specifically designed to get hidden buffs to killing units like them.

Mostly prior to this they were only useful for manual burns. Now they have some minor use as a shock troop with a large cooldown due to healing needs once you get one built up a bit. And they still can die thanks to the unit changes if your opponent thought to build up some anti dragon capabilities.


Now if they'd just fix the pathfinding lag. It's the only thing that kept me out of the game in favor of playing Anno 2070. It's gotten bad enough for me that some local maps are slideshows, which has made it very hard to actually play the game.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

kstatix posted:

Referred Kris, in as statix. No idea what I'm doing. I literally just downloaded this. Should I jump straight online?

Might as well. There's no reason not to start the online gameplay since it's persistent and you have an immunity period.

The ogre thing makes more sense when you realize that Orcs hunt them for food, and the zone that's their "home region" is overrun with them. Somehow this translates to all races being able to eat them. :stonk:

Archonex fucked around with this message at 16:03 on Aug 17, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Tulip posted:

Always good to have MM in a game. And i figure your peasants are just paralyzed with fear. That, or they really do just do what you tell them to, no ifs ands or buts.

And Ogres drop an obnoxious amount of food. I'm currently glad for it, the price increases for Orcs are, well, enormous, so it can be a decent chunk of my economy. Though it was probably unfair that "an entire army" used to cost like, a unit of knights.


Probably a good thing. It will be largely to the benefit of cheaper, weaker units, and as it stands "max all resists" is basically the no-brainer always do skill spec. Too bad my 80+ vs all berserkers will no longer kill everything.

No kidding. I have no reason to roll anything but knights/archers with some swordsmen as offensive fodder in melee and sieges as it currently is. This will open up new strategies. It may even make the human metagame a lot like Stronghold 1, with the different unit types properly doing more things in different roles.

Going to miss the iron fist that was a Southmont knight rush though. Something about seeing several hundred of them rolling into a town and just trampling everything under foot was :black101:. Sure, you might not be the fastest player on the field, but anything that rolls into your armored murderblob is going to die horribly.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Mystic Mongol posted:

I just sent in my entire army, all my goons, my hero, and four groups of peasants and a pair of wagons, into a quest to kill some rebellious peasants.

And they're ALL GONE. All that's left is the army I took them out of, which is completely empty.

Well, poo poo.

If you mean they just disappeared, this was a rare bug a month or two back. You can get them back by sending in a ticket.

If they were killed then that's Dawn of Fantasy for you. :v:

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Shadeoses posted:

How exactly do you get resources in sieges? I like burning everything in sight and retreating, but I tend to have tons of all resources afterward. Do you get paid for buildings destroyed?

No. There are two ways.

The first is to get a ransom. If the enemy wants you to stop burning their buildings, or just doesn't want you to attack them at all, they can opt to either retreat during the fight or pay you a ransom of resources and units before-hand.

The second is looting. Each race has at least one unit that can actively loot corpses. This gives you gold. Looting can be set to be done automatically per unit, making them clear out an area on their own.

Things like wood, food, and stone can also come from looting. For instance, harvesting archers can give wood. In fact, you can even harvest your own corpses to get resources. Which is part of how the burn strategy with archers works. You just need knights on standby to resurrect the dead members of the party.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Shadeoses posted:

I didn't even really kill anyone either, they didn't sally forth and I just burned stuff outside the castle.


I just attacked a Rollingplains castle, burned some farms, retreated and got 40,000 gold and 30,000 food. My stockpile of 2000 trebuchet stones disappeared, too.

Mind you, when he says half the unlooted corpses, it can refer to your corpses too.

It could also be that the guy ransomed the moment you retreated.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
So the goon guild kind of died due to a lack of progress when it came to developer updates. They explained themselves recently and are releasing a free expansion as compensation.

Turns out that development was forcibly interrupted by a wedding and then an unexplained "major accident". No information on the latter, but it sounds like it must have been bad to keep the coder from coding for so long. Sucks, but interruptions like that do happen. Hopefully things will pick up again so that we can go back to burning pubbie castles.

Anyways, apparently this expansion is also the magic update too. And it includes a few new epic creatures. This probably means that there are new opportunities to do incredibly dickish things like set the countryside aflame. No clue what sort of powers they have since I haven't had time to test the update yet. I'll report back when I get the chance and it's properly released.

The expansion also supposedly fixes all of the huge bugs that annoyed or drove people off of the game before. Bolding that, because that's a big loving deal. They're also expanding kingdom wars, which I believe is supposed to be the meat of the gameplay if you're not into the various PVE content they have. That's the stuff where you and some friends get together and go burn down some other folk's kingdoms. Which I know from talking to people is what interested a lot of people before.

I'll quote the post below and update the OP later.

quote:

Dear Players, it`s time for a long awaited update on the Patch 20 (the new free expansion pack). But first of all please accept our sincere apologies for the lack of updates during the past 2 months. We are glad to say everything`s back on track now - with supporting and expanding Kingdom Wars being our main priority. And it`s time to make up for all the set-backs and delays.

There is no good way to explain the setbacks... chain of unfortunate circumstances outside of our control. Due to some personal reasons (wedding followed by a major accident) and other problems I was out of the office for several weeks and this broke the chain of never-ending updates and stopped our community updates - that we we managed to keep uninterrupted for the past year and a half.

Meanwhile the rest of our team has been working on various projects we needed to concentrate on to secure our company`s future, but without my presence we weren`t able to pay enough attention to our Kingdom Wars community.

But lets set that aside and lets go over few things we have coming your way in the coming weeks.

More Players
===========
You might have noticed the player population increasing slightly in the past several days. We are hoping to continue this trend with some old players coming back for the new free expansion, and additional sales and promos we have planned for the rest of December and into January.

Free Expansion pack
================
Now the biggest update is the long awaited Patch 20 - that`s now a full blown game expansion - biggest expansion we released to date. I`ll have an update on the release date for you by next week - we are still polishing a few things, and in addition we need to co-ordinate with Steam. But we`ll do our best to get this to you for the Holidays. To list some of the features:

-New Buildings - from Wizard Tower to Guild Headquarters
-New epic units - from massive Hydra to Minotaurs
-New Wizard primary hero character in 3 classes
-Amazing magic system starting with 15 spells
-New unit control system - similar to Total War games
-Brand new lagless pathfinding
-New unit AI with cool things like units forming perfectly on walls
-Professional localization for other languages including Tutorial and other in-game text

The Big Move...
===========
Unfortunately I`m not at liberty to reveal the details but we are planning a huge move later this winter that should greatly raise our player population sometime between late January or February. The increase should be around the biggest levels we have seen during Kingdom Wars expansion pack - with 700+ players online at once.

I hope some of you will stick around a bit longer and continue support our indie project.


If i'm reading that right you can also now choose to start as a wizardly hero instead of a knight/marauder/dickish elf nobility. If so this is great news. The only thing better than a potentially expendable dragon lighting the countryside on fire is an immortal wizard hero that will respawn when he dies doing it instead. :unsmigghh:

The inclusion of the new lagless pathfinding system also removes the one complaint most goons had about the game. If it does indeed work then they've fixed all the bugs that were present when the thread started.

In fact, if it's fixed, that means that the game is pretty much flawless for when you want to log online and burn down a hamlet, castle, or city. The major issue holding things up before was the sometimes spotty unit organization (Also fixed in this expansion, apparently.) leading to odd unit formation issues, and the massive lag that could occur when 500 infantry decided to each path their own way through a heavily wooded forest/town.

Archonex fucked around with this message at 15:24 on Dec 12, 2013

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Noir89 posted:

In as Noir89, playing as swamp elfs and having a generally good time, despite the weird behaviour of units now and then. Mostly trying things and learning slowly right now.

I think most people are holding off on playing due to the pathing issues. Which are about to be fixed. The goon guild is probably dead until then.

They just released another news post. Apparently the Arcana expansion is coming out for people close to New Years Eve.

quote:

And, of course - Arcana stands for Magic, and we are adding this new gameplay elements with a bang. Magic is a force that now rules the game world - from homelands to battlefields. Get ready to experience Kingdom Wars like never before with magic spells so powerful they will change your entire approach to combat.

You;ll get you first look at some of the spells, as well as new buildings, and new pahtfinding features in the below preview. Meanwhile, here's some of the new features
New Buildings - from Wizard Tower to Guild Headquarters
New epic units - from massive Hydra to Minotaurs
New Wizard hero character in 3 classes
Amazing magic system starting with 15 spells
New unit control system - similar to Total War games
Brand new pathfinding
New unit AI with cool things like units forming perfectly on walls
Professional localization for other languages including Tutorial and other in-game text

And some pictures of the new stuff, from their post.

quote:


New pathfinding allows you to task entire armies without any lag spikes or performance drops


New directional tasking brings better battalion control - select which way your army should face, and in what formation with a click of a mouse


New Buildings such as a Wizard Guild, with 15 magical technologies. Get ready to spend thousands of gold coins.


Firewall Spell


Blizzard Ice Wall Spell


Lighting Storm Spell

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Extra posted:

So pathfinding really didn't change a whole lot, that said some major changes were brought about recently and with this patch

Major gameplay changes:
• Only one skill reset per battle - Major change considering this completely changes how battles are fought and forces players to pick and stick with a certain skill set for the battle. Major improvement.
• Regen limited to +25hp/s (+10hp/s for basic (most bread and butter) units) - Ruins any semblance of invincible units like knights, grandmasters, etc. Major balance improvement.
• Skill gain of high level units nerfed - Reduces effectiveness of poopsocker armadas

Another cool feature is being able to choose which direction your unit formations face a la Total War.

These changes are generally grief-positive as battles will be faster, have more at stake, and units will die a lot quicker.


Known issue with the new path finding, will be fixed some time in the (hopefully soon) future.

This is pretty great stuff. Though i'm going to miss my invincible army of knights.

quote:

Not sure if he's still playing but I believe he redistributes the codes to newbies anyway.


I do indeed. If you don't have PM's though I need an email to send it too. I have some leftovers as well from the goon rush. Some folks never claimed theirs, despite me trying to track them down.

Since the patch is out, i'm playing again. If you need an invite to the goon alliance just say so.



Edit: So the new changes are great. Lag seems to be fixed, the maps got upgrades, and everything is much better now. You can't select a mage as your primary hero yet, from what I can tell (Though maybe you have to build a building upgrade for that?), but you can hire fire mages that can immolate huge chunks of the map. :unsmigghh:

Archonex fucked around with this message at 16:17 on Jan 6, 2014

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Comrade Merf posted:

Picked this up and it plays like a bad rear end combination of Warrior Kings and the original Stronghold with the addition of having a persistent base and units. Sent my referral to the OP. Can someone tell me whats up with the magic expansion? There are wizards on the crown store and I can build the Orc magic building but the expansion does not "launch" until next week?

It looks like there's early access for people who bought the game over Steam.

Assuming you have PM's, i'll send you your code through there as soon as I get it.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
So I sent out all the keys that I had forum names to PM too. If you didn't get yours post here and let me know.

Also, the game is great now that they fixed the three big issues. I still miss my murderball of knights though. :(


quote:

Starting out was a bit rough but I started PvPing as soon as I was able and the amount of gold payouts you get from cowards is hilarious, managed to zone in on three targets and just cycled through them initiating PvP in their areas when the protection timer went down and they would pay me out not to attack them. Got all three of them The Destitute title :orks101:.

It's amazing that you can actually play the game as a robber baron. And what's more, you can be such a literal robber baron that you force a horrible title on people that says that they're loving broke! :v:

Archonex fucked around with this message at 21:28 on Jan 22, 2014

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

But Not Tonight posted:

Set you as my referrer with the name SineSineSINE, thank you.

Sent it to you. Just got the email.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

TheRagamuffin posted:

I somehow got lost in the referral chain, if you have any left to send.

What is your name in game? It tells me it in the email, so I can forward it again that way.


Edit: Never mind, found your name in the thread. Let me check to see if I can find the referral email. I also just got two referral emails from people who I don't believe posted in the topic? If you want me to send them either shoot me a PM or post here so I have a way to give them to you.


Edit 2: I'm not seeing an email for that key when I do a search for your name. Did you refer it to me originally? If not I probably have spares I can supply.

Archonex fucked around with this message at 23:34 on Jan 22, 2014

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Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Pavlov posted:

I'm guessing Legolas Khan isn't a winning strat then?

It's entirely possible.

Elves have a vastly annoying special ability that lets them cloak all units in range of a certain unit. Abusing the hell out of that is how most elves win open field battles. Mixing it with horse archers (and fire of course, since you're doing the Genghis Khan thing :unsmigghh:) could potentially be devastating if you have the micro capabilities to handle it.

Mind you, Elves are stupidly high on micro. I really don't like them because of that. And a good player will look at where you're cloaking and bombard it with flaming barrels/rocks/people/whatever to smoke you out. But most players really aren't that good.


There's also an extremely dickish strategy some of the smarter elf players use. They cloak their army, send out a fake army to fight you, then retreat into the cloak when they get their rear end kicked (Which is intentional on their part.). Except inside the cloak are a ridiculous number of high level AOE capable infantry. Your troops run in to slaughter them, then all of a sudden they explode into bloody pieces from all of the infantry hitting them.

It may have changed with the magic expansion being released, but there's really no hard counter to that that isn't ridiculously tedious. Especially if they had the forethought to bring healers to ressurect their troops. It's one of their best "rear end in a top hat" builds, if you're wanting to frustrate someone into paying you tribute by just being ridiculously hard to beat into submission.

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