View Full Version : Lizardmen


Skavian
Jun 08, 2007, 05:41 PM
Any chance we could have them nerfed a bit? I'd like to see a "lizardman" unit that is Strength 2 instead of 3. They appear pretty early in the game, and do enough damage with their movement capabilities and such. They don't really need a Strength of 3 so much to be deadly. Perhaps rather than just using the Hunter unit from the Orcs, there could be a new unit that gets bonuses to attack units but more severe minuses to attacking cities?

I played a game recently with a friend of mine and lost my capitol as Ljosalfar in the first 14 turns of the game, well before I even had a chance to get a warrior up and running to defend my capitol. This even though my capitol was on a hill and had its first culture defense bonus. Had the enemy been Strength 2 it would have been more reasonable, but I think the situation could have been replicated even with a different Civ and I still would have gone down in blazes.

One could chalk it up to a bad start, to bad luck, or whatever, but honestly I can't think of a good reason why the Lizardmen should be Strength 3, but I can think of plenty for why they should be Strength 2 or altered a little bit more.

Airwreck
Jun 08, 2007, 05:50 PM
You kinda got hit with bad luck. Their existence alone forces at least one warrior to almost always stay in your capital after 20 or so turns. Again. Bad luck in your case.

Lizards are the hunters for the Clan of Embers too.

Thonnas
Jun 08, 2007, 06:11 PM
I'm pretty sure there's still an ongoing debate about the hunter units. rest assured that you are not alone in thinking they need tweaking. The last good idea I remember was something like a larger flat minus percentage city strength (attack of defense).

Sureshot
Jun 08, 2007, 06:17 PM
changes i usually apply to hunters are -50% city strength (attack and defense) and moving them to Tracking.

currently i think the changes made to hunters has been increasing their production cost a few times.. that doesn't really help for Ruin spawning tho, and production is usually not the problem in faster game types, maintenance is.

Chandrasekhar
Jun 08, 2007, 06:21 PM
I'd decrease lizardman cost and make them 3/2. Give you some chance to counterattack, at least, though it wouldn't help you if you're an elf with one scout guarding your city.

vorshlumpf
Jun 08, 2007, 07:11 PM
If you play the elves, you really need to rush that first warrior out. Emphasize production in your city until that is done. Depending on your settings and your starting location, it might even be necessary to rush that second warrior, too. All it takes is one unlucky battle for a second skeleton/lizard to have an easy victory against the lone, wounded defender.

Dark Russell
Jun 08, 2007, 11:35 PM
I like the idea of making them 2/2 but I'd give them a special bonus in Jungle/Forest, say +50%. This way they are the same str in Jungle/Forests as they are now but in the open or against cities they are less effective. They are still good raiders this way as well. Oh, and leave the CoE lizardmen alone.

Grey Fox
Jun 08, 2007, 11:42 PM
I've never had a barbarian Lizard attack any of my cities when they have a defender. Then again, I've never defended with a scout.

Sarisin
Jun 09, 2007, 01:20 AM
I'm a little surprised too that a Lizardman attacked your capital early on. But, I guess this game is always full of surprises. I have been bedeviled in the past (but not in .22) by early appearing Skeletons ending my game prematurely.

You didn't say what speed you were playing at, but I am guessing it was Epic or Marathon. There is an adjustment made for when barbarians appear based on game speed, but none for the early critters that appear.

This really needs to be done as it takes quite a few turns to build that first defender. Mr. V has a good idea in rushing production to be safe, but, of course, I find that slows you up in the race to get that first Settler and second city.

Now, I think the critters appear in turn 7 in all game speeds.

Why not have it turn 15 for Epic and turn 30 for Marathon? This would at least give you a chance to get a defender and avoid the bad luck of an early game over.

Skavian
Jun 09, 2007, 03:45 PM
I believe the game was set to Normal, actually. Like I said, it was a run of bad luck, but I still have noticed a general problem with Lizardmen that could be fixed with some alteration. I like to think of them as fast and irritating harassments. As I have said, they don't really need to have Strength 3 to take that away from them. Really, they should be replaced with a similar unit that is less powerful, so as to not rob the Clan of their Hunter unit.

Seont
Jun 09, 2007, 04:40 PM
I've never had a barbarian Lizard attack any of my cities when they have a defender. Then again, I've never defended with a scout.

i have had them attack a city(my captial even) on several occasions, when defended by 2-3 warriors. normal speed, prince or noble(which ever is easiest, i forget)
insult to injury, they usually get away after doing it.(last time i played was .21though)

EugeneStyles
Jun 09, 2007, 10:00 PM
Even if you have a warrior in your city, 3 Str barbarians that early in the game are obnoxious. 2 Str, with +25% to defend, versus 3 Str with -25% to attack = the Lizardmen still win >50% of the time. Even if you're creative, the extra 20% bonus from the first culture expansion still doesn't quite make up the difference.

If you build your first city on a hill (not always an option, and not always the best place even when it is an option), it makes it basically a 50-50 proposition, meaning you have to defend your city with 2 warriors, which really shuts down exploration early in the game.

As much as I love this mod, I'm not at all a fan of the level of early barbarian activity, and this is *without* raging barbarians turned on. I really wish there were more options like earlier versions of Civ, like "Villages only, Peaceful, Normal, Rampant, etc..." or whatever the levels were called.

MagisterCultuum
Jun 09, 2007, 11:03 PM
So do I. I would really like an option to make no barb units spawn, but more cities (which could build units, of course)

vorshlumpf
Jun 10, 2007, 12:39 AM
So do I. I would really like an option to make no barb units spawn, but more cities (which could build units, of course)
If you really want this, you can do it yourself in the XML (or, probably, through that Excel sheet). There's a setting for barb cities. I've fiddled with the barb configuration myself, making them stronger and more likely to appear.

Chandrasekhar
Jun 10, 2007, 12:45 AM
Lizardmen almost never attack your cities. Skeletons are another issue, but they only have one move and can't promote.

snarko
Jun 10, 2007, 06:31 AM
As much as I love this mod, I'm not at all a fan of the level of early barbarian activity, and this is *without* raging barbarians turned on. I really wish there were more options like earlier versions of Civ, like "Villages only, Peaceful, Normal, Rampant, etc..." or whatever the levels were called.

So do I. I would really like an option to make no barb units spawn, but more cities (which could build units, of course)

I'm making a mod mod which has these options. You can set how likely barbarians/animals/cities are to spawn. It doesn't yet control the barbarians that this mod adds such as barrows/dens/etc, but now that I have the system itself in place adding new options or modifying existing ones is easy. I'll release it as soon as the most recent SDK source code is available (and I've had time to merge it with my changes).

R0GERSHRUBBER
Jun 10, 2007, 12:52 PM
Lizardmen almost never attack your cities. Skeletons are another issue, but they only have one move and can't promote.

This is what I have experienced as well; if anything is a threat to early cities, it's skeletons. This is especially true if there are multiple nearby barrows or a "lucky" Sailor's Dirge.

So why is it that Lizardmen will often leave your Workers alone, but Skeletons won't pass up a chance to kill one? Is the AI treating the Lizardmen as a scout of some sort? To my understanding, the AI can always see the entire map anyway.

vorshlumpf
Jun 10, 2007, 01:28 PM
I've found lizardmen to be opportunists. They attack when you are vulnerable (e.g., wounded after a battle, your worker is alone near your borders, ...). And, yes, I've never had a lizardman attack my cities in recent games - but I also make sure my cities are defended.

zdpotter
Jun 10, 2007, 01:35 PM
All that the Lizardmen have done to me is kill my scouts when they are roaming about early-game, or walk around my borders, but not really do anything a bit later in the early game. And they really seem to be even less of a bother since the newer patches.

ChaoticWanderer
Jun 10, 2007, 03:01 PM
i have had most my problems with skeletons but msotly they just suddenly turn irraitable and have all of them rushing at my cities at once. which is like a scene from the movie night of the living dead to have 6 or 7 skeletons all advancing on your capital

Seont
Jun 10, 2007, 10:39 PM
This is what I have experienced as well; if anything is a threat to early cities, it's skeletons. This is especially true if there are multiple nearby barrows or a "lucky" Sailor's Dirge.

So why is it that Lizardmen will often leave your Workers alone, but Skeletons won't pass up a chance to kill one? Is the AI treating the Lizardmen as a scout of some sort? To my understanding, the AI can always see the entire map anyway.

might i suggest everyone here in this thread report what settings they use, because i know skeletons are a real threat on the epic speed, on normal speed, for me, they are just xp fodder as long as i can get 2 warriors out before they swarm, or get one some descent xp atleast, thus tilting the odds in my favor. But i think map and speed, and player settings play a huge part in this. for instance i like 11-14 nations, huge map, usually continents, normal speed. raging barbarians(does that actually affect liz's and skels that spawn from barrows and ruins, or just the orcs and goblins, and maybe animals?) this often means more barrows and ruins and they aren't found and destroyed before they start spawning.

and i have to say just the opposite is true for me, skeletons usually leave my workers alone unless they are directly in the path to the city, plus with move 1, they are easy to out run, and often leave you plenty of warning.Lizardmen force me to hide my workers since, while with a skeleton i can move them to the opposite side of the barrow(s), with lizard men, they simply sneak around whenever i move them. when a lizardmen first appears, he usually won't attack, which is good since usually everyone has a task and by the time i've seen the lizardman my turn is over and the workers move spent(annoying), but after that they pick them off whenever the oppertunity presents itself.

I've found lizardmen will attack my newly created cities, regardless of number of defenders, if they can get to it in the first couple of turns(before the fort bonus, or culture bonus kicks in) and while my capital *tends* to be safe, if its on desert, or flood plains(which become desert) it seems to encourage them to take a stab at it, especially if they already have a promotion or two.

which is in my oppinion, where the real problem lies. Lizardmen level so dang fast, since their first kills are isolated warriors or scouts, they've already got combat 2 or 3 by the time they start circling my cities, turning their 3 into a 4.2 or 4.8 against my lowly 2.0(attacking) or at best 3 defending. then the barbs show up, weakening my troops, and the liz's have a field day.

i am glad mobility was moved, now they don't seem to ever get it, meaning no move 4 lizardmen popping in and out of the fog of war, slaughtering my people without warning, that was really aggrevating.

Sarisin
Jun 11, 2007, 05:25 AM
I think it has been documented that the game is tougher at the slower speeds like Epic and Marathon no matter if the threat is Skeletons or Lizardmen.

It just takes more time to build units. Yes, you do have the rush production possiblity as mentioned, but even that might not help if you have 2-3 Skeletons show up.

I have been campaigning for the time to introduce animals, Skeletons, Sailor's Dirge, etc, to be staggered according to game speed like the barbarians (goblins, orc spearmen).

Still, I have to say in my last few Fire games the Skeleton/Lizardmen threats have been minimal I think because of so many animals in the early going.

I usually play Fire at Epic, Prince, on a Huge Fantasy map which is almost all land.

onedreamer
Jun 11, 2007, 06:16 AM
Even if you have a warrior in your city, 3 Str barbarians that early in the game are obnoxious. 2 Str, with +25% to defend, versus 3 Str with -25% to attack = the Lizardmen still win >50% of the time. Even if you're creative, the extra 20% bonus from the first culture expansion still doesn't quite make up the difference.


Warrior: base strength 2. City defense, +25%. Possible 5 turns fortification, +25%. Other very common boni are hill defense (another +25%) and the classic +20% culture defense. In most cases, a lone hunter/lizardman has really no chances to take a city, especially when that warrior starts getting promoted. In fact, Lizardmen almost never attack cities because of their low chances to win. They absolutely don't need such a high penalty as -50% to city attack. What is needed though is a code that checks for lower speed game settings (epic and marathon) regarding the chances to spawn from ruins and barrows. In normal speed, by turn 14 you mathematically have all possibilities to have a warrior from 1 turn, so in case you don't it's because you avoided to pursue this goal; which can be deadly in case your start is not far from jungles.

vorshlumpf
Jun 11, 2007, 07:04 PM
Warrior: base strength 2. City defense, +25%. Possible 5 turns fortification, +25%. Other very common boni are hill defense (another +25%) and the classic +20% culture defense.
Don't forget those silly bonuses that human and AI get against barbarian units (based on difficulty setting) plus the barb penalty for attacking cities (also based on difficulty setting).

In general, I've had no problem defending against barbs (I always play marathon speed, raging barbs). However, I'll agree that it makes sense to throttle spawn rate and offset spawn start dates based on game speed, if this isn't already being done.

Seont
Jun 11, 2007, 07:17 PM
I think it has been documented that the game is tougher at the slower speeds like Epic and Marathon no matter if the threat is Skeletons or Lizardmen.

Generally more difficult yes, but also from what i've read in posts(i tend to play on the same settings) what presents the bigger, or most aggrevating problem, changes. Peoples play styles and build priorities change, and it has a great impact on the game, and its not just about speed.

people who tend to talk about barbarians being easy i'd bet, when i don't know for sure, are on smaller or atleast more player populated maps, or else archipelagos. people who complain about skeletons tend to be on marathon or epic speed games, and tend not to complain as much about the lizards, that seems atleast to be a complaint for normal speed, especially pangea from what i've read.

you can't balance a game for one speed, but you also don't just balance a game for one map size, and one number of players. Basically, I think your solution needs to take into account a few more variables to truely fix the problem.

onedreamer
Jun 12, 2007, 03:20 AM
people who tend to talk about barbarians being easy i'd bet, when i don't know for sure, are on smaller or atleast more player populated maps, or else archipelagos. people who complain about skeletons tend to be on marathon or epic speed games, and tend not to complain as much about the lizards, that seems atleast to be a complaint for normal speed, especially pangea from what i've read.

you can't balance a game for one speed, but you also don't just balance a game for one map size, and one number of players. Basically, I think your solution needs to take into account a few more variables to truely fix the problem.

I almost always play Highlands with default number of civs and raging barbs, monarch difficulty or emperor, which must be one of the most barbarian crowded map types, and I don't have many problems, in general, to defend cities from skeletons and none at all to defend them from lizardmen (improvements can be tough to defend though). You start with a huge explored part and 2 units, move out and go to destroy those barrows around your city, for gods' sake ! If by chance you get to a barrow at turn 5 already occupied by a skeleton, well... tough luck. It's turn 5, not turn 5 hundred, you can decide if restarting or to try and continue, but be ready to face some undead army. I would not call this a balance issue, it's just a matter of luck in the beginning, and careful defense planning later on. If you're well defended, there's good chances skeletons will even heed somewhere else.
There are people who complain about barbs and then post screenshots with 1 warrior defending two cities...

Sarisin
Jun 12, 2007, 04:58 AM
Generally more difficult yes, but also from what i've read in posts(i tend to play on the same settings) what presents the bigger, or most aggrevating problem, changes. Peoples play styles and build priorities change, and it has a great impact on the game, and its not just about speed.

people who tend to talk about barbarians being easy i'd bet, when i don't know for sure, are on smaller or atleast more player populated maps, or else archipelagos. people who complain about skeletons tend to be on marathon or epic speed games, and tend not to complain as much about the lizards, that seems atleast to be a complaint for normal speed, especially pangea from what i've read.

you can't balance a game for one speed, but you also don't just balance a game for one map size, and one number of players. Basically, I think your solution needs to take into account a few more variables to truely fix the problem.

I agree with your post 100%, Seont!

There are so many variable in this game/mod it really is hard to make any kind of general statements. One guy might be having a Skeleton explosion while another doesn't see any. Same with Lizardmen, animals, etc.

It isn't just about speed, but I mention that because (me not being a programmer) it would seem to be one of the easier variable to adjust - the appearance of barbs is staggered, so why not the Skeletons, animals, etc.?

I think each player, me included, loves experimenting with the variable until he finds a comfortable game situation. If you are going to 'invest' hours of gameplay you want to use variables you like. So guys like you and I use our settings, but someone else might like Archipelago maps at Normal speed. Great for them and great for us.

No way would I expect the team to design a game/mod that addresses every variable. I am really happy with what we have and I adjust my variable selection accordingly. But, I don't think it hurts to make suggestions in this forum that you think might improve things a bit. :)

Sarisin
Jun 12, 2007, 05:06 AM
I almost always play Highlands with default number of civs and raging barbs, monarch difficulty or emperor, which must be one of the most barbarian crowded map types, and I don't have many problems, in general, to defend cities from skeletons and none at all to defend them from lizardmen (improvements can be tough to defend though). You start with a huge explored part and 2 units, move out and go to destroy those barrows around your city, for gods' sake ! If by chance you get to a barrow at turn 5 already occupied by a skeleton, well... tough luck. It's turn 5, not turn 5 hundred, you can decide if restarting or to try and continue, but be ready to face some undead army. I would not call this a balance issue, it's just a matter of luck in the beginning, and careful defense planning later on. If you're well defended, there's good chances skeletons will even heed somewhere else.
There are people who complain about barbs and then post screenshots with 1 warrior defending two cities...

It sounds like you are still playing a Normal speed game, onedreamer, from your reference to turn 5. :) I agree the game is a lot about luck. Having a Skeleton appear close to your borders on a Ruin/Barrow can be problematic especially at the slower game speeds.

I agree that defending cities is rather easy in this game even when faced with swarms of raging barbs. However, the AI really goes after improvements and that IMO is the real challenge - protecting those mines, plantations, farms, etc.

I got pretty good playing the Elohim and moved up to Monarch difficulty (raging barbs, AggAI). However, when I tried a new civ (Sheiam) I found myself getting killed. I guess it is just a learning process to see what works.

About luck, I think I might have the worst luck.

I find even in raging barb games the AI always seems to expand at will. However, if I try the old expand with one city defender trick, I get the raging barb horde on me quick. In fact, really it has been my experience in almost every raging barb game that the barbs target me first. This really sets me back as I cannot build improvements or expand while the AI civs are doing just that. Of course, the tradeoff is that I have a very experienced army from XP gained in defense and often can rollover those civs that have jumped ahead of me.

It really is hard, especially in raging barb games, to balance defense with expansion. And, yes, luck plays a huge part in this too!

Seont
Jun 12, 2007, 05:11 AM
I almost always play Highlands with default number of civs and raging barbs, monarch difficulty or emperor, which must be one of the most barbarian crowded map types, and I don't have many problems, in general, to defend cities from skeletons and none at all to defend them from lizardmen (improvements can be tough to defend though). You start with a huge explored part and 2 units, move out and go to destroy those barrows around your city, for gods' sake ! If by chance you get to a barrow at turn 5 already occupied by a skeleton, well... tough luck. It's turn 5, not turn 5 hundred, you can decide if restarting or to try and continue, but be ready to face some undead army. I would not call this a balance issue, it's just a matter of luck in the beginning, and careful defense planning later on. If you're well defended, there's good chances skeletons will even heed somewhere else.
There are people who complain about barbs and then post screenshots with 1 warrior defending two cities...


what game speed are you playing at? how much jungle do you actually get with highland maps? i've never played but with a name like that i'd have to guess little in which case no wonder lizardmen aren't much of a problem for you. you can't say its fine if this is "almost always" the settings you play at,cause how can you really know?

personally, and i think most people agree, a skeleton or two is okay, its when the barrows go out of control spawning every turn or two that things get stupid. I don't want to restart just because this has happened, or keep reloading everytime the random number generator goes off its rocker.
i want a challenge, that makes the game fun, but in those kinds of situation, its not a challenge, its a slaughter. and its not turn 5 by the time thats apparant, its turn 80 - 100, so its decidedly aggrevating to go that far and have to restart for such a stupid reason as an unbalanced feature going haywire.

i've had skeletons spawn my first turn, much less turn 5, i've also had barrows within the radius of my capital because my warrior and scout, who don't spawn ontop of the settler but several tiles away, were too far away, and the terrain too movement restricted(hills and forests) to get to the barrow in time. it can't always be done
regardless of whether i get to all the ones near me, i've seen what someone described as the "congo line" far too often, where barbarians travel from all over the continent, forgoing closers civs, just to pick on me.

most aggrevating is that just 2 to 3 determined lizardmen is enough to completely screw me over. they leave only long enough to bring out a worker, or try to use a settler, which even with 2 gaurds can be very risky if you ever have to cross open ground, much less desert, worse if the liz's have a couple of promotions on them, and they usually do. Then the lizards swoop back. with a move of 2 its not like you can easily corner them, and a strength of 3 you will need seriously larger numbers to pull it off, and then you have to hope you are lucky enough to win the fight, cause if you loose, you've bought them another promotion and weakened your defenses. I've had absolutely amazing starts end with me in last place because i was unable to expand or develope, they just wouldn't let up and there was nothing i could do about it.

yeah it doesn't happen all the time, but enough to be very frustrating. And hey, guess what, you are better than me at this game. maybe you can handle them in these situations at these settings, but here's the thing, the AI empires i can handle at these settings or even higher, they are a challenge, they are balanced, even if i loose, its a fair loss, its fun. but these dang lizards i can't, because they are not balanced, not in abilities or behavior. not in respect to the other aspects of the game, and absolutely not at all settings.

onedreamer
Jun 12, 2007, 12:31 PM
It sounds like you are still playing a Normal speed game, onedreamer, from your reference to turn 5. :)

Of course I play on normal, because I think it's the most balanced. But the script for skeleton appearance doesn't take speed into consideration, nor the time it takes to your initial scout to get to a barrow near your capital, so this isn't really relevant.

I agree that defending cities is rather easy in this game even when faced with swarms of raging barbs. However, the AI really goes after improvements and that IMO is the real challenge - protecting those mines, plantations, farms, etc.

I think we agree on most of this stuff Sarisin. And here I agree with you again, but I am replying in a thread where the OP is saying that Lizardmen have to be tuned down because it's too easy for them to take cities... and I don't really see this. Improvements, I said it in the post before: yep it's tough, with raging barbs and if they decide to "converge" on you, it's really tough. Though if you manage to not fall too much behind, you'll have a super experienced army and can turn to your neighbor with an evil grin...

I got pretty good playing the Elohim and moved up to Monarch difficulty (raging barbs, AggAI). However, when I tried a new civ (Sheiam) I found myself getting killed. I guess it is just a learning process to see what works.

One civ that also works well is Bannor, because Enforcers have higher city defenses.

It really is hard, especially in raging barb games, to balance defense with expansion. And, yes, luck plays a huge part in this too!

Hehe, yeah. I don't colonize without 2 warriors of which 1 expert and without another 2 of which 1 expert defending my original city.

what game speed are you playing at? how much jungle do you actually get with highland maps? i've never played but with a name like that i'd have to guess little in which case no wonder lizardmen aren't much of a problem for you. you can't say its fine if this is "almost always" the settings you play at,cause how can you really know?

You ask me questions about maps but state that I don't really know ? I don't play this mod from yesterday but from the beginning, I almost always play Highlands now, after trying all the rest, because I think it fits more with mod and its story etc. FYI, Highlands have the same amount of jungle than Pangea or Balanced or Continents. But instead of it being located at the equator, it's either at the top or at the bottom. In Highlands maps, randomly, the top is tundra and the bottom desert (around which jungles) or viceversa. There is no sea sorrounding the continent and there aren't connected map borders.

most aggrevating is that just 2 to 3 determined lizardmen is enough to completely screw me over. they leave only long enough to bring out a worker, or try to use a settler, which even with 2 gaurds can be very risky if you ever have to cross open ground, much less desert, worse if the liz's have a couple of promotions on them, and they usually do.

Definitely agree, but here the OP and many others are stating that they can't defend CITIES from lizardmen, and propose to put a -50% city attack or even worse a whopping -50% city strength on lizardmen and hunters, making these units almost useless compared to their cost. How much would this "solution" help with the above problem ? Work that has to be done is IMO in balancing barbarian spawn toward speed and limiting the total number of barbarians... possibly in an area, otherwise in the world (this is already beeing done I believe). Normally a couple of defenders are enough if you stick to forests and if you need to go into the open, send a scout to be sure first. Yes it's a tough world, and it's hard to colonize. But this is what the designer wanted, so complaining that it's not as easy as in Vanilla (where the goal is "be first to colonize everywhere") is probably less constructive than discussing of issues like the problem of game speed and of convergence of barbarians, which is when all the goddamn barbarians of the world heed toward you to annihilate you. In that case, the game ceases to be funny.

Skavian
Jun 12, 2007, 12:59 PM
I think you're assuming a lot about my playing capabilities Onedreamer. In any case, all of your maths aside, the purpose of a unit has a lot to do with its being in the game. Are Lizardmen supposed to be, like hunters, units that harass your borders? I suppose it is possible for hunters to take cities, but thematically they are used as guerillas. They strike and disappear. I think we can all agree on that.

Now, I don't know much about the spawning rates, but I can say that most of you seem to have the right idea. Maybe adjusting spawning times or rates will help balance the lizardmen. However Lizards and Skeletons appear early enough to matter sometimes. Ordinarily I, like any normal person, beat them back. However, there have been situations often enough to warrant my questioning the strength of the lizards. As you may notice, Kael and Co. changed the Skelies to have Strength 2 +1 Death. I am ok with that. Effectively, they are as strong as a warrior, but with a little more oomf. They should be stomping towards your cities. Whatevs.

Lizards though? They are superior to skeletons in just about every way. Sure, they may only appear in jungles, but I'm sure we have also all noticed how quickly they migrate and how insane their decisions for movement can be. Statistically, they are a powerhouse early in the game. They can appear early enough to be a serious problem for anyone, and best of luck to the poor bloke that happens to be near multiple ruins.

So, what's the point? You seem to think they are fine as is. Sure, fine. But you still haven't presented an argument as to why they should be strength 3 instead of strength 2, or have some alteration. Thematically, if they are powerhousing cities (and they can, I don't care what your math says because promotions change that) then they really aren't fulfilling their strike and disappear role. They can still do that role just as well with strength 2, and quite frankly I'm cool with them being a super nuisance OUTSIDE of my city. That's what they are there for. However, until someone gives me a damn good reason why they should have strength 3 (and I don't mean honking the actual Hunter unit for the Clan, but making a new unit here) I am totally unconvinced that they should just remain as is.

vorshlumpf
Jun 12, 2007, 03:09 PM
Though I have never had problems with lizardmen taking my cities, I have often said that it doesn't make sense for the Clan hunter unit (which takes the Clan a bunch of techs to be able to build) to be available as a barb unit from the beginning of the game. A more primitive lizardman would seem right (e.g., a lizardman warrior, club - or just bare hands - and all).

kenken244
Jun 12, 2007, 05:08 PM
i believe that barrows and ruins already spawn different things based on technology. it should be easy to add a tech level req on lizard spawning. it might be nice to make them 3/2 imo

Polycrates
Jun 12, 2007, 07:36 PM
I gather that a fair bit of barb-related stuff is changing in shadow, with the quests and whatnot.
I'd have barrows and ruins guarded right from turn 1 (I'm not so much a fan of the 'find them super early or suffer' dynamic). But in return, I'd lower the spawn rate a bit (and maybe block further spawning altogether until turn x). And I'd make them like a goody hut for the civ who wipes out the ruin or barrow. That way, they're a juicy target for you to send troops towards, and they act as a mechanism to block expansion somewhat.

onedreamer
Jun 13, 2007, 04:05 AM
Skavian, I don't assume anything on your playing capabilities. At turn 14 you can have a warrior in your capital, period. It's not a matter of back luck. If you don't care of maths then what should we discuss about ? Ok let's move to game experience. As I already said, and others seem to confirm my impression, lizardmen rarely can pose a serious threat to the life of your cities. They can certainly cause harassment though, they are a pain with their 2 moves and approach-but not attack tactics patrolling around your borders, and this is the guerrilla tactic that you'd like to see them doing and that's what they do in my gaming experience and in my maths. Certainly, if your city is undefended or defended by a scout they'll go for it... but you picked a case of bad luck and poor strategy and want to apply to a general condition, which is just wrong.
I haven't understood your comparison between skeletons and lizardmen, either. They both have strength 3 but lizardmen have -20% city attack plus they are recon units (can't pillage). How can you consider them more dangerous than skeletons for your cities ?

PS: you asked feedback as to how giving a help to the player vs these 2 units, here it is: move the vs. undead promotion back to Ancient Chants, and make Lizardmen "orc" units, or make them "lizardmen" and add another promotion in Ancient Chants vs lizardmen.

Sarisin
Jun 13, 2007, 06:44 AM
PS: you asked feedback as to how giving a help to the player vs these 2 units, here it is: move the vs. undead promotion back to Ancient Chants, and make Lizardmen "orc" units, or make them "lizardmen" and add another promotion in Ancient Chants vs lizardmen.

onedreamer, I like your idea about moving up that undead promotion.

I believe the Lizardmen are considered orc units and you can get the bonus against them from Ancient Chants. It really helps when your Warriors have that promotion against the Lizardmen.

I originally thought they were considered animal units, but Kael set me straight on that. :)

Sarisin
Jun 13, 2007, 06:50 AM
I gather that a fair bit of barb-related stuff is changing in shadow, with the quests and whatnot.
I'd have barrows and ruins guarded right from turn 1 (I'm not so much a fan of the 'find them super early or suffer' dynamic). But in return, I'd lower the spawn rate a bit (and maybe block further spawning altogether until turn x). And I'd make them like a goody hut for the civ who wipes out the ruin or barrow. That way, they're a juicy target for you to send troops towards, and they act as a mechanism to block expansion somewhat.

I like your suggestions.

Too many times I have moved to take out a barrow/ruin only to find a strong defender there when I arrive. OK, fine, but then don't have that place spawning beaucoup bad guys. Slow down the spawning rate.

And, I really like your idea about giving the player something for taking out a barrow/ruin, guarded or unguarded. Maybe just some gold, at least not as much as you can get from a goodie hut.

IMO the game needs a mechanism like you suggest to slow down the out of control expansion the AI features. I am convinced the AI elves, for example, sends out both for exploration leaving the capital city unguarded. Would they do this if a guarded barrow was nearby? Probably, although an unpromoted Scout would have little chance against a Skeleton.

AI civs MIGHT think twice before settling all those cities with a lone Warrior defender (unpromoted) and expanding like crazy.

Gamestation
Jun 13, 2007, 09:04 AM
And, I really like your idea about giving the player something for taking out a barrow/ruin, guarded or unguarded. Maybe just some gold, at least not as much as you can get from a goodie hut.

And now the (in my opinion hated) reasoning why this change will not be implemented... Clan of Embers can build barrows. :rolleyes: Why is it that they should even be allowed to build barrows anyway? I don't think of orcs as the master necromancers that know of a way to permanently enchant an area of the world to spawn all sorts of undead beings without a bit of effort. I would rather expect that they made burrows that would autospawn goblins, goblin workers, and maybe once in a while an orc settler.

onedreamer
Jun 13, 2007, 09:25 AM
Why would the fact that Clan of Embers can build barrows make the idea not applicable ? They can build them but not pillage/destroy them, so they wouldn't be able to exploit them if that's what you mean.

Gamestation
Jun 13, 2007, 09:46 AM
Why would the fact that Clan of Embers can build barrows make the idea not applicable ? They can build them but not pillage/destroy them, so they wouldn't be able to exploit them if that's what you mean.

Everyone else would exploit them, that's why. Kael has even posted that that is why he will not make barrows give gold when someone else wanders on to one.

MagisterCultuum
Jun 14, 2007, 02:16 AM
What files would we need to modify if we want the barrows in our own versions to grant some gold?

Sarisin
Jun 14, 2007, 03:15 AM
Another problem that comes under the bad luck department is having the Dirge built near your city. Again, the impact, especially on Epic/Marathon games, can be an early game over. Please delay the appearance of the Dirge in the slower speed games. :)

By the way, do you get anything for destroying the Dirge? I never have.

onedreamer
Jun 14, 2007, 03:18 AM
If I start with the Dirge I will simply reroll. Not just because of the skeletons, those are manageable, but normally having the Dirge near you means no seafood resource for a long time. While there is a way to defend from skeletons, there's no way to defend from the Dirge itself, and this is unfair IMO.

Sureshot
Jun 14, 2007, 06:16 AM
What files would we need to modify if we want the barrows in our own versions to grant some gold?

the eventmanager python file

it-ogo
Jun 16, 2007, 03:37 AM
I have a small dream (personal trophy) to capture the Dirge with a boarding party or Guybrush. But in the late game it usually hides in the barbarian city (often with Acheron). Maybe I should give some way a Marksman promotion to the Guybrush?

xanaqui42
Jun 16, 2007, 10:08 AM
If I start with the Dirge I will simply reroll. Not just because of the skeletons, those are manageable, but normally having the Dirge near you means no seafood resource for a long time. While there is a way to defend from skeletons, there's no way to defend from the Dirge itself, and this is unfair IMO.

I just move away from the sea. On the other hand, if one were playing Lanun, that would be pretty nasty.

Rex rgis of Ter
Jul 10, 2007, 02:50 PM
In my most recent game, Elohim fractal, a lizardman killed three of my warriors defending my second city and sacked it before I could send reinfrocments. I think Lizardmen should be made to appear later in the game so that they do not cripple your early game. However. i also think that to replace them in the early game should be another weaker unit, to force you to kepp your defenses up, or increase the number of skeletons a barrow spawns.

Sarisin
Jul 11, 2007, 05:57 AM
In my most recent game, Elohim fractal, a lizardman killed three of my warriors defending my second city and sacked it before I could send reinfrocments. I think Lizardmen should be made to appear later in the game so that they do not cripple your early game. However. i also think that to replace them in the early game should be another weaker unit, to force you to kepp your defenses up, or increase the number of skeletons a barrow spawns.

What game speed were you playing at? It's unusual in the slower game speeds that you would get Lizardmen (unless you had a lot of quick spawning ruins nearby) attacking in numbers like that in the early game. I find the usual barb Lizardmen USUALLY appear in the game around the same time depending on game speed, but have seen them arrive a little earlier when it seems civ's have Hunters.

When the Lizardmen do appear, especially in raging barb games, a couple of Warriors with the Orcish promotion can normally hold them off. I am surprised to read that you had a single Lizardmen take out 3 Warrior defenders. Barbs don't normally wait to heal. They usually take damage, may get a promotion, but then attack immediately...and, usually die. That must have been one very nasty Lizardman to get you like that!

Marksman77
Jul 11, 2007, 06:32 AM
When the Lizardmen do appear, especially in raging barb games, a couple of Warriors with the Orcish promotion can normally hold them off.

I was sure that Lizardmen don't have 'Orcish', so the Orcish promo wouldn't help.

Kael
Jul 11, 2007, 10:08 AM
I was sure that Lizardmen don't have 'Orcish', so the Orcish promo wouldn't help.

All humanoid monsters have the orcish tag (goblins, lizardmen, ogres, orcs). It may be better to name it something else.

Rex rgis of Ter
Jul 11, 2007, 10:20 AM
I was playing normal speed, and I had a start right by the jungle. He attacked my city and killed one, ran off to another side of my land, healed, returned and took out the other two. I never got any xp for promotions, so I started on hunting so my hunters could get him... Needless to say, I was to late.They razed the city and then left. The thing is, raging barbs was turned off... It's wierd

Sarisin
Jul 12, 2007, 05:49 AM
I was playing normal speed, and I had a start right by the jungle. He attacked my city and killed one, ran off to another side of my land, healed, returned and took out the other two. I never got any xp for promotions, so I started on hunting so my hunters could get him... Needless to say, I was to late.They razed the city and then left. The thing is, raging barbs was turned off... It's wierd

Wow, that is very unusual behavior in my experience. I don't ever recall a barb unit running off to heal and attack again. Shows some improved AI, but I haven't seen it.

Yes, a Warrior with the Orcish promotion stands a very good chance of defeating a Lizardman, especially if fortified in a city. That's why in raging barb games I always try to get Ancient Chants early on if I didn't start with it (besides being able to get Mysticism).

Grey Fox
Jul 12, 2007, 01:09 PM
All humanoid monsters have the orcish tag (goblins, lizardmen, ogres, orcs). It may be better to name it something else.

But what would be a good name for these types of creatures? Goblins and Orcs can be considered related I guess, but Ogres feel more like Trolls. But still, more like Orcs than like humans I guess. Lizardmen however feels like their own kind of species.

kenken244
Jul 15, 2007, 09:49 PM
barbarian might work i suppose