Who is moremiryu?
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- Elvish_Pillager
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Im stuck at VoD and i think that i could use extra 3 white mages there....
Now i need tips on how to defeat the sea leader I have never managed to do it. (btw i hate sea battles naga vs mermen because everybody has only 30% hit each other it`s boring)
Now i need tips on how to defeat the sea leader I have never managed to do it. (btw i hate sea battles naga vs mermen because everybody has only 30% hit each other it`s boring)
Read about the adventurers of my pen & paper RPG group
"How could drops of water know themselves to be a river? Yet the river flows on." - Guess who?
"How could drops of water know themselves to be a river? Yet the river flows on." - Guess who?
In my experience, the reinforcements only arrive in the middle of the scenario. By the time they reach where you are, the worst part of the battle is usually over.
The thing about VoD is that the most critical point is usually around turns 8-9. That's when the first wave has wiped out your front line, and is going to wipe out your reserves. If you survive those, then it's plain sailing from there.
The thing about VoD is that the most critical point is usually around turns 8-9. That's when the first wave has wiped out your front line, and is going to wipe out your reserves. If you survive those, then it's plain sailing from there.
A witty saying proves nothing.
-Voltaire
-Voltaire
You are correct blackjack that by the time they reach the castle, it is often too late. When I last played the level I found them rather useless, becuase I held the castle and my fate had been decided before the showed up.
However some played have had more success by abandoning the good defensive position of the castle at about turn 5 and fleeing south to the point that the priests appear, in anticipation of their coming. Since you can often move faster than the walking dead, and maybe hold back the wraiths with some sacrificial defensive units, you main force should be able to reach the southern part of the map and hold out on the plains with the help of the priests.
Hope this helps you.
However some played have had more success by abandoning the good defensive position of the castle at about turn 5 and fleeing south to the point that the priests appear, in anticipation of their coming. Since you can often move faster than the walking dead, and maybe hold back the wraiths with some sacrificial defensive units, you main force should be able to reach the southern part of the map and hold out on the plains with the help of the priests.
Hope this helps you.
That is a good strategy, especially on medium. But it begs the question of how a player is supposed to "know" that the white mages are coming from the south (except from playing the level previously). I try not to make use of such information.
It might be useful to drop a hint... or even in IotD, Moremirmu gives you a horn or something. "Konrad, you may call for me in your hour of need!"
It might be useful to drop a hint... or even in IotD, Moremirmu gives you a horn or something. "Konrad, you may call for me in your hour of need!"
A witty saying proves nothing.
-Voltaire
-Voltaire
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Blackjack, you make a good point. Perhaps some hints could be given to the player so he doesn't have to play the scenario several times to discover how to win. Perhaps Konrad could hint early in the level "All these undead, I wish Moremirmu were here".blackjack wrote:That is a good strategy, especially on medium. But it begs the question of how a player is supposed to "know" that the white mages are coming from the south (except from playing the level previously). I try not to make use of such information.
It might be useful to drop a hint... or even in IotD, Moremirmu gives you a horn or something. "Konrad, you may call for me in your hour of need!"
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Why would Moremirmu show up? Why would anybody expect him to? The summoning idea is better, IMHO. Of course, I (although I didn't receive reinforcements) went south with the majority of my troops anyway, to attack the undead there.Dacyn wrote:hmm, maybe someone could even say 'Let's try to stay south so that in case Moremirmu does show up, we'll be near him.'
You could argue that it's very likely he will come from the south, and that Konrad (or someone else) can voice this thought after summoning. Makes sense M comes from the south, as well.
Not sure Moremiru is essential to VoD, though. Ever since the eastern leader no longer recruits wraiths and only recruits Walking corpses, an assasin strategy seems to work fine. You can slow down the walking copses flux by atatcking them with a single horsemen, who will just by retaliating agains their hits evolve to grand knight and if you also take out the northern leader with an assasin force(and of course the southern leader with your main force), all you need to deal with is the remaining
wraiths that had been spawned by the northern leader.
wraiths that had been spawned by the northern leader.
strange. I had moremiru before, but when i played with 0.8, I didn't get him. I then thought he's been put out for balancing... strange...
and he's not essential - in my experience he's more useless than not, being slow and late(this may have changed, since they removed much of the mountains to the south).
and he's not essential - in my experience he's more useless than not, being slow and late(this may have changed, since they removed much of the mountains to the south).