EP's Knalgan Strategy (Sort Of) Guide.

General feedback and discussion of the game.

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Popito
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Post by Popito »

I wont say they are the overall slowest faction, his hill/mountain/forest movement cost is 1. It means they are faster than any other faction but elves in forests, faster than any other faction but northeners in hills...
They never need to walk aorund any nonwater piece of terrain, and if the map isnt a great gass plains they move quite nicely. Its a matter of the terrain chosen.

The griffon ranged attack ... maybe with a few stones you can make a griffon dive "bomber"; Giving the rider a few javelins... no, he's a bearded dwarf!!.

What about looking the griffon as a non fighting aerial transport and use the stats of the rider dwarf? (make it a fighter or a thunderer or 2 griffon riders each one with one different rider).
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Post by Elvish_Pillager »

Popito wrote:The griffon ranged attack ... maybe with a few stones you can make a griffon dive "bomber"; Giving the rider a few javelins... no, he's a bearded dwarf!!.
Why are you coming up with stupid excuses for a ranged attack when I have already given a good one?!?!
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eugenelim
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Post by eugenelim »

Popito wrote:
The griffon ranged attack ... maybe with a few stones you can make a griffon dive "bomber";.
That sounds like a griffon bird dropping attack! :shock:
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Post by MadMax »

Invisible Philosopher wrote:Since Knalgans are not much of a scouting faction, and I agree that they should stay that way, I propose upping their income in another way to give them a chance on most maps. That is, their faction always has X more income [1]. As an 'excuse', let's say they're mining for gold or valuables or something.
NO. I don't think the game rules should be warped.

Also, if not a lance, then how about a bow?
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eugenelim
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Post by eugenelim »

How about a whip or a boomerang instead of always using bows?
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Post by turin »

eugenelim wrote:How about a whip or a boomerang instead of always using bows?
a boomerang probably sounds too exotic. a whip might be interesting, but then wouldn't there be a chance they wrap the whip around their weapon while it is moving and drag the rider out of the air? :)
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Elvish_Pillager
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Post by Elvish_Pillager »

Uh... why is everyone ignoring my original suggestion? I think that it's good and that all of yours do not fit it at all.
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Post by quartex »

Why are footpads terrible scouts? I think they have a decent movement and have great defense in forests, hills and mounatins.


Eventually I'd love to see a "dwarven runner" scout unit. A new ability called Hasty has been proposed a while ago, this ability would allow the unit to move on the turn it was summoned, and to keep moving after it captures a village. The latter half of the ability might be overpowered if you have maps with lots of villages all clustered together. Image being able to capture 5 villages in one turn as opposed to 5 turns.
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Elvish_Pillager
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Post by Elvish_Pillager »

quartex wrote:Why are footpads terrible scouts?
Because they don't work.
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Dacyn
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Post by Dacyn »

MadMax wrote:I don't think the game rules should be warped.
It's not warping game rules; for example in "Shan Taum the Smug" the enemy gets more income than you do. Why not for factions also?
Elvish Pillager wrote:Uh... why is everyone ignoring my original suggestion? I think that it's good and that all of yours do not fit it at all.
Why else would they ignore it? :wink:
quartex wrote:Why are footpads terrible scouts? I think they have a decent movement and have great defense in forests, hills and mounatins.
Defense is not relevant to scouting; it is only relevant to fighter-scouting...
quartex wrote:this ability would allow the unit to move on the turn it was summoned
If this ability was implemented, it might be difficult to get "Best Possible Enemy Moves" to work properly again :)
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Post by autolycus »

Dacyn wrote:
quartex wrote:this ability would allow the unit to move on the turn it was summoned
If this ability was implemented, it might be difficult to get "Best Possible Enemy Moves" to work properly again :)
I think this is an important point to remember, for all of us - stuff which breaks the AI is probably not going to help the game (an understatement, I think!) and should be avoided.
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Dacyn
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Post by Dacyn »

autolycus wrote:stuff which breaks the AI
I was referring to the UI, although it would probably break the AI too.
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