Sheaim lack

I do agree that the 'pyre zombie' issue is tougher at very high levels like deity. If the AI is fighting the Sheam, then there just aren't more Pyre Zombies around, they have an equal number of tough units. On deity where the computer is already outbuilding you, it is tough.

Halgost, I think you probably had about the worst circumstance to play against them -- the worst difficulty, the worst map, the worst race to pull it off! Of course, we can have other situations like that. Play on an archipelago map with the Doviello against the Lanun, on Deity, and, well, if you win, my hat is off to you!

But I did learn form you plight. If I find myself in you slot, maybe get the Overlords and use their priest magic from the sea?


Best wishes,

Breunor
 
However, if you are complaining that landing a huge force on a heavily fortified enemy beachhead is difficult and creates many casualties, well...its supposed to be difficult and painstaking. The fact that the AI makes it so simply proves that it is working as intended. Landing a huge force on a beachhead is like storming Normandy, it is supposed to hurt.

My intention was not to complain. I was trying to point out what I see as misbalanced (trying to help making this game an even better experience that it already is). Obviously, you - and quite a few others - do not. Point taken.
 
I don't know, I felt it quite hard to swallow...Don't think manticore (most powerful units entering planar gate) can match with Immortals...

The Divine Essence tech that gives other players Immortals gives the Sheaim their 21 str, 3 move, magic immune dragon hero, which can be resurrected with life 3.
 
Yeah, but resurrect is a lot more useful when you get your hero sooner, use it, loose it, and then get to bring it back sooner.

Also, the Kuriotates get a stronger dragon and Immortals both at that tech.

I still like the idea of making Eaters of Dreams immortal, perhaps by gaining the Immortal promotion though the Consume Soul spell instead of being an intrinsic ability (as I think that would prevent them from having Liches).


Perhaps the Sheaim are strong enough to do without Immortals now, but I've managed to convince Kael to remove the damage cap from Destroy Undead in the next patch (and slightly boost the base damage too, even though I didn't really argue for that), which means that the Life II spell will be able to kill off Pyre Zombies with impunity, i.e., without making them explode.
 
I don't think that it would know to get the Life mana or promote its mages that way, but if it happened to have a Life II caster in range of undead targets like Pyre Zombies it would probably know that it should really Destroy Undead.

Edit: On second thought, this spell works though python so I don't think that AI would recognize how effective it could be. It might be wise to give it a large <iAIWeight> value since it would usually be the best choice to use, that is when there are valid targets.
 
Pyre zombies are not a big deal on low difficulties. And on crowded maps Sheaim seem to die off quickly. Although admittedly, anything seems to die next to Tasunke.
 
Pyre Zombies are dreadful to face. I got sheaim as enemy in my current game and they got this insane stack of Pyre Zombies now, I swear I will lose all my swordsmen against them. I'm not even close to getting catapults or wizards.
 
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