The barb spawns are very challenging

I agree, it appears that for the first time the strength of the barbarian is almost perfect. (Though there are probably still some rough edges left)
 
Underpowered? Did you actually install the patch?:confused:I was getting tier 2 stacks(no lairs enabled) before I even had axemen or archers, post-patch.

Must come from your settings, I confirm that in every games I've made since last patch (+/- 10) Barbs have stop being a problem to focus on.

Playing immortal w/ increasing difficulty, agg AI, living world (or whatever is called the option to double the events), lairs on, low sea level, large map, one more civ than number by default.

The only trouble with barbs now il when an AI does an optimistic early lair exploration:) Or ofc Zaracaz who can be a real pain^^
 
The only trouble with barbs now il when an AI does an optimistic early lair exploration:) Or ofc Zaracaz who can be a real pain^^

I actually had a one on one archer fight with him(I had orxus' axe).

Yeah, it is much easier late game...maybe barbs should start out with a tech penalty but then get bonuses in mid-late game? The funny thing is the animals have the strongest unit right now, a 9str fort commander with siege combat I-IV and 4-8 first strikes. I bombarded him for almost 3 turns straight with 2 catapults(city attack 3), my archer with the 3 ranged promos, and a fireball and einjolnhar and he still manages to heal to full health every turn. My main hero(combat V) has about a 20% of beating him after I go through the above steps.:cry:
 
just try to sacrifice some warriors, axemen, etc. that usually helps bringing big units down... because some of them will do dmg

I did, but his 4-8 first strikes mean he can take down most of my units while taking no damage himself. A champion with iron weapons and city attack 3 has .1% of winning when he's at 6.8 str after bombardment. Even with my hero(combat 22 vs 22.3) I only have a 23% of winning, and he takes no damage from catapults or horsemen(they withdraw before being able to strike).
 
Heres how ridiculously powerfull the fort commander was:
I finally got him down to 40% str with 5 catapults, 4archers, and 2 mages attacking in the same turn, and I got lucky with those ranged attacks. I was then able to kill him with Donal.

Later...

A) My gold per turn actually went up by 4-6 gold per turn after capturing the fort and
B) I was able to completely destroy the hamstalfar in 4 turns with the leftover units from the battle alone(no melee, 2 mounted, and donal).
:undecide:
 
AI players seem to have great difficulties coping with barbarians. In my current game (monarch, world of erebus, epic speed) first civ kicked the bucket around turn 150, Lurchuip followed on around turn 300 and Lanun soon after that. Okay, it might be that other players got them but somehow I highly doubt that.

What I can with certainty report is the performance of my neighbour. At first she seemed to handle this okay, and built her second city around turn 150. She lost it to savages about a hundred turns later. I didn't bother to go take it because I hoped she could retake it but she couldn't.

On turn 360 I finally went to take her out of her misery and found her holed up in her capital with 5 swordsmen. Surrounded by 2 barb javelinthrowers on one side and one barb dwarf sling thrower on the other side. Sling throwers age was 130 and both javelinthrowers had also ages 100+. All of them had at least +80% str and ranged attacked the city every turn. While still fortifying on forested hills around the city.

It took me lot more effort to clear the barbs with skeletons, ritualists and Rosier than to take the city itself...
 
What I would suggest is an event that clears the barbarians hanging around a city. Something like "farmers uprise" which would cost the city some population and destroy the barbarians. It would fire after 10-15 turns and mostly help AI cope with something described above.
 
or just take defensive bonuses away from all defensive barbarian units with ranged attacks OR teach the ai how to kill those units.


if(many 1ststrikes)
if(shadow mana) build adept and grant shadow 1 promo
else use units with immune to 1ststrikes
else
throw some junkunits at barbs and if they dont get weakened then stop attacking until you have stronger units :P
 
AI players seem to have great difficulties coping with barbarians. In my current game (monarch, world of erebus, epic speed) first civ kicked the bucket around turn 150, Lurchuip followed on around turn 300 and Lanun soon after that. Okay, it might be that other players got them but somehow I highly doubt that.

What I can with certainty report is the performance of my neighbour. At first she seemed to handle this okay, and built her second city around turn 150. She lost it to savages about a hundred turns later. I didn't bother to go take it because I hoped she could retake it but she couldn't.

On turn 360 I finally went to take her out of her misery and found her holed up in her capital with 5 swordsmen. Surrounded by 2 barb javelinthrowers on one side and one barb dwarf sling thrower on the other side. Sling throwers age was 130 and both javelinthrowers had also ages 100+. All of them had at least +80% str and ranged attacked the city every turn. While still fortifying on forested hills around the city.

It took me lot more effort to clear the barbs with skeletons, ritualists and Rosier than to take the city itself...

The hamstalfar also had a barb archer near their city....defending in a forest oddly enough.:dubious: I dislogded him pretty easily though with a few fireballs and my elven commando archer.

No civs beside them(and elohim who have 1-2city by the time I have about 12+) seemed to have a problem with expansion though. Perhaps ai's aren't taking animals into account?

An xp cap on barb units is an interesting idea.

I think he may have meant for the barbs to get, not for civs fighting barbs Valk. I might be a little upset if we go back to the 10xp limit on fighting barbs...:(
 
I know that's what he meant. It would prevent the barbs from creating ungodly units. :lol:

I just wanted to make sure.:crazyeye:

I do think there may be an ai issue with barbs afterall though because the Elohim had 3 cities that fell to the barbs, thats all except for the capital.

Also do ais' get a bonus vs barbs at higher diffaculty?
 
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