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Докладване на проблем с превода
However word of warning attrition victory might not be viable if any of your opponents are dwarfs as they can merrily sit in their mines building up ungodly amounts of ballistas and murder most attackers before the battle starts.
I managed to win a game after breaking the 7th Seal and taking out the last remaining Dvala, but I was lucky because there were enough Seraphim on the map to deal with most of the demonic forces coming from Inferno. Even then, I managed to end the game within 30 turns, I wouldn't want to leave it much longer than that.
The seals will not break on their own. At least I never had that happen.
I am pretty sure it someone else is breaking them. Do you have another Voice of El player or AI?
All Voice of El share the seals.
I also think I read something about the priests in the capitol's temple district being able to break seals, but I haven't encountered that before.
By your third seal you probably are better off just going with the other relic boosts for a while. A massive blessing bonus can often be more game breaking than the endgame stuff other classes get.
It's also almost a guaranteed loss if there's Necromancers, Markgrafs, or Kobold Kings on the map and a likely loss if an Enchanter is. Armageddon leads to lots of corpses for the former two to raise. Kobolds are basically able to fortify as well as Dwarves can and might have battlefield wide spells that their units are immune to. Enchanters can fortify cities quite easily, but of the 4 are probably the most likely to be overcome and they can't really do much else to survive other than that.
Sacrifice and hands of glory classes are also hurt very hard since towns and cities will die too.
Pale ones might do decently well fighting the apocalypse itself because of their oracles and tanky frontline plus they can have quite a bit of income from underground on the side.
Late game cloud lord is probably best suited for the apocalypse since they, unlike pale ones, can create gem collection sites in their home (the sky) and their economy can get out of hand, especially if they go back down to elysium and make freespawn storm elementals which can and will cause attrition to anything that isnt electric immune.
But thats if the cloud lord player doesnt decide to just end it by building a doomstack and decending directly onto the other surviving player`s citadels.
For part of the same reason as Druids and Dryads, the Scourge Lord is also very heavily hurt by the demon invasion, but with a little micromanaging they can manage a while. The problem is that have to defend a LOT of fortifications, and any life force they are getting from forests will dwindle away over due to forests burning, and their giant ant hills will inevitably turn neutral on them. However if I remember correctly, they can teleport armies to defend their life force sources, and at least their special resources CAN be fortified. Again it's still a losing battle because they can't be everywhere at once.
Hands of Glory players can summon the dead to deal with the hand loss, and Armageddon leads to "overwhelming amount of dead" appearing all over the place. Your basically summoning the equivalent of an undead legion every few turns and your scaling off of how bad everyone else is doing. A Necromancer is especially good because they can grab territory in Hades that they won't lose so they can keep the gold income flowing, and they can just use abilities like Planar Swap to take out the remaining players while their heavily fortified towns hold out. Necromancers also usually have an easy time getting a coral fortress and other sea locations that will usually remain untouched. Their sources of hands also won't disappear completely like sacrifices mostly do because the demons don't do anything to graveyards and gallows other than flag them.
I actually forgot about Cloud Lord. I do think the demon invasion eventually reaches the cloud layer, but the Cloud Lord can not only just sit on an inaccessible citadel, but can build an army that can minimize or even bypass the vast majority of defensive fortifications and spells while having largely unaffected sources of their special resource.