Meh the issue raised in this thread seems to be more of a non-issue, since it's really relegated to one very specific strategy, and even then only for multiplayer. I don't see why if you see a grigori, just kill his reagents and post a nice guard on them. It seems to me that with the way you set up play, you reach midgame incredibly freakin early.
Mechanics and settings have nothing to do with the issue of this thread.
In single player, any difficulty less than immortal is not challenging with this strat (because resistance doesn't work probably, for the most part) - so it's not just an MP issue. It's a meteor issue in general, and Grigori in particular. For anyone who wants to play them.
I can get Grig_Archs turn ~120 on "play now" settings (quick speed). I play quickspeed even in my SP games because I like to finish in one sitting and prefer the disadvantage to warmongers (as I am one).
We do like to get to the midgame fast, as that's where all the cool units that are so different from vanila BTS start (spells, hidden, etc). Default advanced start points (341, tiny) does speed it up some. If anything, no_barbs slows down game progression by losing the easy xp.
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I do hope you guys do not actually think any game mechanic will be changed for the convoluted rules of this multiplayer clan. Advanced start, unrestricted leaders, quick, refuse to attack till turn 100, no barbs...
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You aren't really playing FfH.
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It works well as intended, they just happened to allow you to malform their creation drastically with some specific options.
My sect of cultists who don't actually play ffh, but malform the game with convoluted settings...
Have nothing to do with this thread. You can start a thread about us if the mods will let you; however, we would prefer if you would kindly shave your head, wear our robe, and drink the punch
TBS... It means TURN BASED STRATEGY. As in, you take turns, and use strategy. Also as in, you have to CHANGE your strategy EVERY TURN.
Strategy = long term plan. It's not something you change every turn. TBS means you employ a strategy and play in turns. It doesn't mean you change your strategy every turn. You should have to adjust it thoughout the game and even occasionally have drastic changes of plans, but deciding to research berzerkers, then archmages, then war chariots - on consecutive turns - would probably not be a good "strategy".
You want to counter Grigori Archmages easily? Play on Epic speed. Problem solved.
I like to finish an MP game in 1-3 hours. I think that's reasonable for 4-6 people getting together for a game. Even on blazing speed, an epic game would take many hours to complete. Problem solved (with malformed convoluted settings?), problem created.
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Xienwolf's predictions aside (of nothing getting changed), I think the collateral should definately be changed to the element of the spell. Isn't it simply logical?
As far as lowering the number of meteors, I'm not sure that's necessary after resistance gets fixed and collateral is made to coincide with the type of attacker (if that is deemed reasonable - I don't code so I have no idea how possible it is).
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Thanks to all the people who posted possible counters to the archmages. That is what I was looking for, and I expect when resistance is fixed that many of those suggestions will prove VERY useful.
