On a large/huge map with long game lengths, how does a single non-collateral unit make any difference? I would think the things that matter are 1) raw production power and 2) units with stack-killing abilities (Auric, dwarven druids, Chalid.)
I was more making the point that the opportunity cost of setting aside a mage and a priest becomes insignificant. That said, An illusionary FG heals after every combat, so it can kill a 200 unit stack on defense. Or, an non-illusion HN golem can severely soften up an opponent before you declare war.
Yeah, illusionary is Gibbon only, unless you wanted to promote a Svart archmage up the body line (you don't).Hmm, that's very interesting. How do you make illusionary / hidden nationality flesh golems? Illusionary I am guessing is Gibbon only?
I wrote a "useful flesh golems" thread.Also, has anyone written a primer how to get an effective flesh golem early enough to where it has some practical use? I remember seeing some theory craft threads like "Flesh golem ultimate weapon of Calabim" and people talking about how to make an ultimate flesh golem, but that's really endgame stuff.
Right, SotI are awesome, and I have Dominated Sons of the Inferno with Gibbon and Corlindale in the past. However, I wouldn't spend their promotions on Graft Flesh.doktarr, you actually left out Sons of the Inferno of the equation. They are probably faster to get than Gibbon, although it will take a bit of time until they can take the three promos as the AI will never leave them unpromoted. At the plus side you don't even need KotE as the Clan has Body mana anyway.
In any case, I wouldn't waste their promos on Flesh Golems. Body 1-2 yes, definitely.
I actually meant the Clan's WS. That's faster than Gibbon or Corlindale. You can cast it anytime SoI start to appear. It might even be fast enough to get flesh golems within a resonable time frame. I liked the posted strategies with them btw. Maybe I'll test this with the Clan just to see how it works out.Right, SotI are awesome, and I have Dominated Sons of the Inferno with Gibbon and Corlindale in the past. However, I wouldn't spend their promotions on Graft Flesh.
Definitely not fixed in the base game ...[to_xp]Gekko;12662331 said:getting sons that way was a bug that got fixed a while ago
We're discussing the base game here, aren't we? Cause if not, why aren't we discussing EitB?[to_xp]Gekko;12662912 said:no MNAI? well you asked for it
I basically consider MNAI to be a continuation of the main branch of the game. Most people discussing stuff here are playing MNAI.We're discussing the base game here, aren't we? Cause if not, why aren't we discussing EitB?
I play both MNAI and EitB. However, your Flesh Golem strategy might look fundamentally different in EitB as Sorcery has a higher priority on the GS bulbing list as the other mana techs so Arcane Lore can potentially rushed fairly fast especially with PHI.I basically consider MNAI to be a continuation of the main branch of the game. Most people discussing stuff here are playing MNAI.
Fortunately not all of themI didn't know anyone played base WITHOUT MNAI. MNAI is basically base FFH patch q, r, s, etc. All the major modmods for the base game that are still being updated incorporate MNAI's changes (e.g. EitB, Magister, etc.)
I remember the two of us discussing this in some other thread...[to_xp]Gekko;12663966 said:what's wrong with MNAI changes?
Yeah, no idea whyI definitely don't consider it the base mod. It definitely improves on the base and has earned the right to be used as the start of most modmods, but its not base. And I basically only discuss EitB here, which is a(nother) reason why I'm so quiet on a lot of the things brought up.
UnforcedError is probably talking about some of the changes MNAI makes to the base game that affect gameplay (for example, the various "fixes" which I generally consider positive but do alter the game - Keelyn/Luchuirp WS are prime examples).
I can't think why both I and UnforcedError jumped to the WS