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Author Topic: Wizards and Warlords - Indie Turn-Based Fantasy 4X Strategy Game  (Read 61458 times)

EuchreJack

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Re: Wizards and Warlords - Indie Turn-Based Fantasy 4X Strategy Game
« Reply #300 on: November 17, 2020, 10:35:09 am »

I think you're all missing the best way to increase your income: Take over a village.  You can usually find something poorly defended like Halfling village.

It is super easy if you find a nomad camp and hire Auxillaries.  They should help you take over a ton of stuff, including enemy wizards.  But its not guaranteed: Sometimes they take your money and leave you with money.

So yeah, my basic strategy is to hire Auxillaries, then take over something.  Maybe more than one thing, if I have time.  Never had any major issues with money after doing that.  Hold off on expensive magic research until you've got the gold flowing.

I'll second researching Ancient History: It's cheap, and you might get a random magic path.  Counts towards the quest to do two magic research.

Also, I wouldn't worry too much about the number of turns it takes to do something.  It can sometimes take 30 turns just to traverse the map.  And that is just one direction of exploration.

Frumple

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Re: Wizards and Warlords - Indie Turn-Based Fantasy 4X Strategy Game
« Reply #301 on: November 17, 2020, 02:10:41 pm »

Eh... I haven't noticed much dosh really flowing from a village, which is why I didn't mention it :P

Don't get things wrong, they're going to produce income (and they're fun enough to mess around with regardless), but getting it to anything meaningful is a pretty gigantic investment that takes a hell of a long time to pay off. Without the investment they tend to put out, what, maybe a couple hundred per turn? It ain't nothing but a good mine or somethin' meets or beats that pretty easily.
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EuchreJack

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Re: Wizards and Warlords - Indie Turn-Based Fantasy 4X Strategy Game
« Reply #302 on: November 17, 2020, 10:06:26 pm »

Eh... I haven't noticed much dosh really flowing from a village, which is why I didn't mention it :P

Don't get things wrong, they're going to produce income (and they're fun enough to mess around with regardless), but getting it to anything meaningful is a pretty gigantic investment that takes a hell of a long time to pay off. Without the investment they tend to put out, what, maybe a couple hundred per turn? It ain't nothing but a good mine or somethin' meets or beats that pretty easily.

Yeah, but a village is free, except whatever troops or auxillaries you might need to capture it.  Those other things cost money and resources to set up.  Which is why I usually only grab one or two villages, then switch over to what you're talking about.

Early game, a quick capture of a village basically doubles your income.  Some mages can do it with whatever they can summon.

ollobrains

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Re: Wizards and Warlords - Indie Turn-Based Fantasy 4X Strategy Game
« Reply #303 on: February 22, 2021, 07:49:20 pm »

got its 1.1 update last week, some great changes well worth picking up again
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Frumple

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Re: Wizards and Warlords - Indie Turn-Based Fantasy 4X Strategy Game
« Reply #304 on: February 22, 2021, 08:52:56 pm »

1.0.1*, you mean :P

Was a pretty chonky patch, tho'. Nerfed phoenix units super hard, hehehe.

... fairness where it's due, they probably deserved it. A large stack of phoenix was kinda' stupidly powerful (and functionally immune to attrition, more importantly).
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Kagus

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Re: Wizards and Warlords - Indie Turn-Based Fantasy 4X Strategy Game
« Reply #305 on: August 05, 2022, 02:56:50 pm »

What's the worse crime; Necromancy or Cloning? Guess I'll just go for raising the dead at the moment...

So I've had my eye half-on this for a while now, and ended up picking it up on a whim a couple days ago to give it a go. Early game's been fun enough, what with not knowing how anything fits together in the slightest, and I'm now some 160 turns in to my Very Easy Please Don't Hurt Me first game.

And it's been... Well, a bit odd. I'm having a very hard time cracking the combat code, which I understand is a bit tricky for most new players. As befitting a dark lord of evil and conquest, most of my income is from selling excess copper and silver from my mines, as it was only after turn 100+ I discovered my first real settlements, those belonging to the nearest neighboring warlord. I've since conquered them, but apparently being an evil overlord of orcs and goblins means that there's a +20 culture clash when dealing with these populations of... Evil goblins. I dunno.

The warlord himself was a completely ineffectual pushover, sending out paltry scouting forces of paper-thin units. The real enemy has been the multiple orcish hordes populating the southern reaches of the map, each one pumping out armies of these nonsense wolf-bow-axe-fireball chariots that do kinda ridiculous amounts of damage. Haven't found a particularly good counter yet, other than just slamming into them with overwhelming force and eating the hits necessary to catch up to them and bring them down.

Unit design is also... Curious. Some of the native troop configurations show up with things that need 2.58 gold and 0.28 food upkeep, while actually somehow being able to afford clothes. If I were to put the same thing together in the custom designer, the minimum upkeep would be several times higher. I can sorta see where that mechanic is coming from, but... Still.

I'm still trying to work out what are effective unit configurations, but so far the most efficient troops I've put together have actually been the nudist skirmserkers. Which I definitely wasn't expecting, given that I'd designed them to be the cheapest cannon fodder I could create that still carried a weapon around.


Overall, I do think the game's interesting, and I can see the potential for some awesome stories to grow from the mechanics involved... But at the same time, it's just so horrifically bogged down in menus, bloated resource systems and fiddly micromanagement that rather detracts from the power fantasy of being some ultimately powerful master of the magical arts.


...also, Bad Moon hasn't paid off once in the dozen or so castings I've pumped out, so obviously the game's literally unplayable :P

EuchreJack

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Re: Wizards and Warlords - Indie Turn-Based Fantasy 4X Strategy Game
« Reply #306 on: August 06, 2022, 12:57:53 pm »

What's the worse crime; Necromancy or Cloning?
Raising the Dead Clones is the obvious solution.

The magic system is basically a kitchen sink where you kitbash anything with anything else.  Although a deep dive down most paths usually leads to overpowered stuff.

Heh, haven't played this in forever. I'll have to give it a look again.

Designing your own military units is usually counter productive: You are a Wizard~

As for the micromanagement & menus...ironically, the game is TOO realistic in the level of detail you need to run an Empire.

Kagus

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Re: Wizards and Warlords - Indie Turn-Based Fantasy 4X Strategy Game
« Reply #307 on: August 07, 2022, 08:13:34 am »

You are a Wizard~

As the saying goes; "Isengard wasn't built in a day" :P

And when the pregenned cultures decide to give me such juicy military options as: (1)Overpriced under-armored goblins that run away from a stiff breeze, (2)Orcs with literally just a knife, and (3)One single dedicated ranged unit, which has a ranged damage value of 2 with no penetration or low-armor bonus. But on the flip side, they somehow cost approximately 1/10th of what the unit should actually require in upkeep.

So, yeah... I'll take the opportunity to custom design some bear cavalry, thanks. Or really anything that I can slap the orcish cultural "Spirit-bound mace" weapon onto, given that it's an absolutely obscene piece of equipment with 7 physical damage, 2 armor pen, 2 defense break, and then +2 damage each of fire, cold, and lightning. Even if it is unwieldy, it still packs a ridiculous wallop. (Note: When selecting the weapon from the available options, it claims to have a Break Defense value of 5, but when placed on a unit it says it only has 2. I dunno, man)


Also... My mana income is kinda awful, so while I do have some fun beasties available for ye olde summoning purposes, I can't really field armies of the things at the moment. Been finally getting around to scooping up some nodes though, so here's hoping!


As for the micromanagement & menus...ironically, the game is TOO realistic in the level of detail you need to run an Empire.

Yeah, but that's the thing... No one person controls the whole empire. You delegate that busywork to lieutenants and underlings, specialists who take care of that sort of thing so you can focus on the important big picture stuff like how many spikes you should have on your new tower and how you're going to color-coordinate your battle armor.

Then, when those underlings fail you, you can make an example of them by rending their flesh using your mastery of the dark arts. Super simple stuff!


Honestly, not enough games go into the delegation side of things enough, I feel... Yes, there are obviously a lot of issues and hurdles associated with fleshing that stuff out instead of just giving the player all the controls, but I feel like it can really help streamline a game process and still let you feel like you're controlling an expansive empire without necessarily having to do all the busywork every turn.

Akura

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Re: Wizards and Warlords - Indie Turn-Based Fantasy 4X Strategy Game
« Reply #308 on: August 07, 2022, 02:19:16 pm »

I think the last time I played this, I was using custom-built adamantine golems powered by faerie dust by endgame.

Current game, at turn 34, so far the best unit I have available(and currently training) are Gold Elven Mounted Myrmidons, which seem to have decent stats. The only other race I currently have access to are Death Spear Trolls, who are more primitive, but very slightly stronger. That is, their cavalry had one point higher in strength, but that was the only stat they had over the Myrmidons.

My starting territory sucks, with no trees at all and only two tiles available for decent farming... and I put a vineyard on one. There was a third, but that had copper, so I put a mine on it; it's currently making me a decent amount of money.


Also, am I the only one who thinks that the sorceress fighting the warlord on the loading screen image is magically grabbing the warlord by the junk? It's just the way her left hand looks along with the expression on his face.
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