![]() ![]() ![]() This is the most visually sophisticated add-on ever created for the Battle for Wesnoth. Reveal Mehir's destiny, visit many exotic places during his journey, encounter strange nations and learn about their intentions. To Lands Unknown Hear the story of Mehir, a young city guard from al-Kamija - an isolated city in the middle of the Great Desert, where people and jinns live together. Needed for BMR & Trinity campaigns, for which these factions play the dominant role.Īrchaic Era Forum topic Download Archaic Era Version: 1.8.10 Author: doofus-01 The similar factions in Ageless Era are taken from here (this is not just a subset of Ageless Era), but these are independent projects so there are some differences: this era will have more up-to-date artwork the Ageless versions will have adjustments to make these factions play well with all the other collected factions. Partially animated, somewhat balanced, at least for the central factions. Phantom - Ancient Egyptian Ghosts (sort of) Menagerie - Hodge-podge of units, mostly Sci-Fi inspired Primeval - Racist Olympian superhumans with odd coloration The extended version has more factions, but they are less balanced. the default Undead and default Loyalists Ukians - Human faction, offshoot of Loyalists but they have dogs Khthon - Animals under the control of some sort of puppet-masters-like spirits Despair - Medieval Euorpean Ghost faction ![]() Northern Orcs - an expansion of the mainline Orcs/Northerners It's generally better to have a straight line of elves mostly on hills than separate clumps of elves in forests.Archaic Era The central factions of this era consist of: Instead of just grabbing the best terrain for each unit, look for places where you can use your units' zone of control to limit the number of hexes the enemy can attack each unit from to 2, or 3 at most, while still placing your units on as good terrain as possible. This is especially important when playing campaigns, because the AI will usually have many more units than you. It's nice to have all your units on good terrain, but if they are so spread apart that each can be attacked by twice as many units, the terrain advantage is generally negated, and you lose freedom of maneuver when enemy units penetrate your line. Positioning and using your zone of control to hold your positions and your territory are crucial for successful gameplay in Battle for Wesnoth.Ĭorrection: Terrain is important, but limiting the number of hexes the enemy can attack you from is a much better defensive method. Of course, exceptions are possible, but only under circumstances where they don’t bring a real risk or where you have no other choice. Ambushing from forests with elfs)Įxtremely important. One or two attacks extra might not be easy to achieve however if a lvl 2 is in a formation and can retreat for healing after being wounded or very easy if that lvl 2 is trying to attack anywhere where it can be surrounded.Īgain, there is no universal rule, shadows and ghosts can both be taken down by a single lvl 1 mage at day if it is lucky.ĬhefAlecs wrote:- How important is taking advantage of terrain? (i.e. ![]() 14 more hitpoints is the average amount of damage a typical melee unit will deal to an enemy on 40% terrain when resistances and ToD are not involved, thus a level 2 will generally take only a couple more attacks from lvl 1s to be destroyed than a lvl 1 would as long as conditions are 'typical' (and they almost never are). I will say however, that in general units scale as such lvl 1->lvl2 involves about 14-18 more hitpoints and a 50% boost to damage. What I think you are asking is how much do lower level units scare higher level ones and the answer is, again, it depends. How much does a honey badger care if an army of bees sting him while eating larvae? ![]()
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