The Tale of the Amurite Lizardman Hut

Bill Bisco

Callous Calling
Joined
Apr 28, 2007
Messages
590
A long time ago, there was a city. Not a nasty dirty city, but an Amurite City. A place of Magic. Dain, lord of the Amurites supported a burgeoning empire, now with 2 cities, and a settler for a third, he was eager to see his people grow powerful.

Unfortunately, there was a lizardman hut next to his capital city. Not a big hut mind you, but one annoying enough that he had to hire a scout to sit there, to murder all the lizardman babies being born, so that no big lizardman would grow up to kill his workers.

One day, Dain, lord of the Amurites, grew tired of paying his scout just to sit there and kill Lizardman babies; as there was greater useful work and lands to be found. Dain trained a a group of 3 warriors to destroy that Lizardman hut once and for all. Although only 1 warrior was necessary, Dain knew that sometimes monsters spawned next to the hut, and wanted to have ample warriors to throw at the hut to destroy it in 1 turn.

Well, after exploring once, Dain discovered an angry Group of Azers, quick to destroy the menace, Dain sent another warrior to investigate, this time a group of angry axemen poured forth. And upon the third investigation, a mighty angry raging Ogre come about. Dain was very confused how a group of Orcish Axemen, 2 Azers, and an Ogre all lived inside that small hut, but it was not important, his capital was in trouble!!

Well, all that was defending the capital now was a settler, and Dain failed to move his people before the turn timer struck. Now the Azers took up residence in the capital, and converted the settler to their cause.

Unfortunately, dain could do little against the marauding Orcish Axemen as the Amurite warriors weren't as strong.

A few turns later, Acheron, seeing the Azers, all snug and cozy in the former Amurite capital, decided that was the perfect place for him to hang out, and promptly kicked out the 2 azers.

Well, now the Azers needed a new home. The first Azer decided to go north to the Amurites new capital, while the second azer decided that it wanted to live where the Sidar lived.

Well, the Amurite new capital was no match for a 6 str azer and cardre of Axemen, and it quickly fell. Meanwhile the Sidar capital, already weakened after suiciding an ogre and thus couldn't resist the azer.

And thus both the Amurite and the Sidar Nations fell to that small Lizardman Hut.
 
AHAHAHAHAH ! Never happened to me, of course. *cough*:D
 
100 % signed. monster spawn rate is a way to high, which is the reason i dont play ffh any more and switched to ff. and not only to high but also the mobs are a way to overpowered.

what to do? ignore the huts and dungeons? no problem, AI will do the job for you and pop mobs at your capitol right away....
 
Until, on some flight of fancy, you decide "Hey, I'm losing this game anyway, let's pop this dungeon" and get a great engineer two turns before you get swarmed by barbarians and defeated. You think "well damn, wish I could get that in a normal game" and decide to pop a dungeon in your next game, with disastrous results.

It only strengthens your resolve until, on some flight of fancy, you decide "Hey, I'm losing this game anyway..."

A vicious cycle.
 
Hahaha.

Nah the trick is to send your scouts as far away as possible and explore the dungeons outside your enemy's towns. Funilly enough, you always seem to discover a gold resource...
 
Wow,that sucks about the story.
 
Personally I tend to explore dungeons and the like, and have tended to get pretty good results most of the time. Sometimes there are mob spawns, sure, but the great people, golden ages, equipment and technologies make up for it.
 
I try for at least 5 warriors + scout (in case of invisible nasty things) when doing early dungeons. If baddies pop, I kill them before exploring again. If my forces get reduced killing those baddies, I wait until the force is back to its original strength.
Its served me well so far, but a few of the nastier spawns have sent me running back to home base.
That's another thing. When exploring dungeons make sure all your troops have movement available. If something really nasty spawns, it gives all but one of your guys the chance to escape.
 
like i mentioned before: the way huts etc work at the moment are pretty pointless and to much based on luck. there is no alternative. if you open one monster will pop and pawn you. if you dont open, the ai will do the job for you and pawn you. monster spawn rate is a way to high, really. turns a strat game into a dice roll luck game...
 
Bleh, you can just sit a scout on top of the lair or something and it won't bother you one bit until you can safely search it.
 
The AI is pretty lax about popping lairs in my experience.
 
i dont know why, sometimes they dont pop dungeons, but they pop for sure whenever they can huts and the building skelettons spawn
 
like i mentioned before: the way huts etc work at the moment are pretty pointless and to much based on luck. there is no alternative. if you open one monster will pop and pawn you. if you dont open, the ai will do the job for you and pawn you. monster spawn rate is a way to high, really. turns a strat game into a dice roll luck game...

Quotin' dis
 
You might try the 9-pack strategy: send 9 units, 1 on the lair and 8 on all the nearby tiles. No spawn possible anymore. Eagles are good at occupying any tile, including peaks: if you don't occupy nearby peaks, the 4-griffon spawn is inevitable.

The next problem: your diseased, plagued, withered, mutated, poisoned, rusted, crazed and enraged units.
 
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