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All you need to do is pick any teammates whom hav building breaking skill.
Like:
Black magic : Call of the forsaken x 3
Elemental magic : Earth quake x 3
Rush your hero team to enemy's base from the game start and try to find their home building ASAP. Cast all breaking building magic on it then you win. Don't even try to collect any single resource , it is very hard to win.
i think the ai is really "cheating" - you cant have this much troops resource to beat em without those "rush to mainbase" - sad thing ( for me i went back to easy mode to enjoy the plot ;) )
edit : maybe i should say im old gamer and from turteling era
I red that tactic - but thats not RTS lol.
Thats a broken RTS.
For me you should have to build an army consiting of different unit types compensating each others weaknesses.
What happens here reminds me of Majesty 2 - I was also nearly impossible to do because the system did not work or was unbalanced as hell...
Later there is mission(going without spoilers) where You need to take couple of enemy points and that way you get more units, nope, get only one, select anything that can fight and rush enemy base.
I don't really care if AI is bugged or something but RTS aspect is bad(for me), in Spellforce 1 You got your base and that's it, no territory limits, way more workers and characters where not so overpowered. In Sp3 I am at level 14 and I am pretty sure I can clear most of the maps with only 4 characters, no more units needed.
Yes, the AI is cheating very hard. Perfectly visible on skirmish. You cannot win the game by bleeding the AI of resources. The AI seems to have unlimited resources, which is very sad because it removes a lot of strategic aspects.
Anyways, as for winning, you absolutely have to expand REALLY fast. As soon as the RTS aspect starts, don't waste any time and send your heroes to all free sectors to capture them. It helps when you have cleared the map of creeps (spiders, undead etc.) first. Upgrade each sector and build resource buildings everywhere. You can defend with your heroes alone at the beginning.
Once you have enough sectors, you can pretty much build/spam units as well. The AI is not very smart in combat itself, will not move out of your AOE spells etc. You should at least have one hero who has a lot of AOE spells, preferably of elemental school. When you take over enemy sectors, don't bother to kill enemy buildings expect for towers or buildings that are annoying/in the way. As already said before, the AI has unlimited resources and does not care about losing resource buildings.
Also, that first orc mission is pretty horrible in terms of difficulty. In my opinion the later missions are a little bit easier.
Hope this helps :)
Same as in Spellforce 1 and 2.
Mister RTS has no tactics or strategies. It's all about micromanaging resources abilities and spamming units. If you want to play tactical games you should play total war series or company of heroes or world in conflict. This is why Starcraft players and tactical players can never reconcile.
Also, ggsnake's post above gives excellent advice. Like he says, the AI has unlimited resources which only further emphasizes playing as aggressively as possible.
Here is a few points
1) Towers use workers when they should use troops (allowing you to have to decide on if you want your army to all attack , or support [best game that did towers to date personally is Warlords Battlecry])
2) Difficulty is just HP,Atk,Resistance of non player controlled units. and hard is =. they have the same stats for same units as you. (hard to fix with an in game difficulty change, but maybe change skill useage, or if harder grant more probing and avenues of advance, like in normal have 2-3 paths the enemy chance of use, and hard +1-2 more)
3) They may have unlimited resources but they don't have unlimited troop caps, less territory means less enemies (Tech I think Difficulty should also effect this for both RPG and RTS, as in more neutral and enemies on the map when you enter on set difficulties [maybe link difficulty choice to when you enter the map rather then just anytime])
Worst part about 3 is that you can (example Baka Gor, or orc map) surround their base and use just towers and basic troops of about 10-20 to assist them using only 40-60 units and travel the map with the rest to assist in clearing/hard artifact battles.
But then again RTS seems to be OP for adventuring even in circle mage difficulty and with the broken aspect of territories defenses are too under-powered to require siege weapons, which they should be OP vs anything else. You can get siege damage way too easy making them obsolete. I think the MP/Skirmish aspect of the game would be amazing if I either had to use an entire army to take down 1 territory with a few towers, or some well managed siege engines this could easily be fixed by lowering the troop availability/population cap, it raises WAY too fast, in order to make either towers more prevalent, or make buildings have massive (like 80+) defenses vs anything else then siege.
Like if outposts are importance of 3,+1 per upgrade, other buildings give 1-3 based on tear, and towers give 0-x based on difficulty (universal of -1 point for distance per territory)
Base calculation could be check all connecting territories for importance, and have two calculations running, one for atk, one for expanding.
expanding calculation is just a wait timer based on difficulty, higher = less time till expand.
attacking is like what I mentioned, what territory arrives with highest point
This calculation would mean that the enemy would change what they attack simply based on how you play
if you have one territory that always keep getting attacked, you react by making towers since they are so OP, and man them.
Enemy changes target as that territory is no longer viable for attacks and now you think "♥♥♥♥♥♥♥♥♥ the AI is Learning!"
In the end you could even do a difficulty calculation on upgrading/troop types
it would be time/territory/difficulty based
Just use if calculations
Timer starts at 0, looking for a number for advancement+1, advancement could either start at 0 or X (based on difficulty)
Timer will increase by tick (everything uses this as it is always based on FPS to calculate tics to see the speed of the game for games that can change speeds)
if Ticks = set amount (lets say 6000, example of 1 tick/s) = Advancement +1
if Advancement = X start producing Building Y and Troop Z at %
Y and Z are based on X yet % could be based on difficulty (like 10%*(Difficulty))
Course this is EXTREMELY simplified
The AI only produces huge armies if you let it control a big junk of the map. Thus he is able to gather the ressources from all those sectors with a corresponding number of workers.
Spellforce is not a game where u grab like 3 sectors and then bunker. If you do that you get wrecked, vindicatedly. Also, if u play a very long game on a map (farming) you will realize that the AI at some point stops producing units that cost iron and at some point will only produce units that cost food (since food can be produced unlimited due to farms) which suggests that the AIs economy has something to do with the ressources. Sure the AI will have some factor on it but if it hadnt it wouldnt be fun fighting the AI.
Spellforce rewards offensive gameplay (i am not suggesting cheaply rushing for the main building). What you want is SECTORS and you want to get them fast because the ressources there are the main goal for conquering a sector and the longer an enemy holds that sector the less ressources will remain for you. reinforce only where u dont plan on expanding for a while (chokeholds where u can funnel the enemy troops for example) but dont stop expanding until you own enough sectors (what "enough" means depends on game difficulty, your heroes, army-development, etc).
In my opinion this is pretty "realistic" since economy and warfare are tied together pretty closely.
Every RTS game to date (that I can think of) forces you to spend resources for new/replacement workers making protecting them more important then just using them for additional time/fodder to help build/move a defense force
Then again, Personally I think there should be some kind of equalizer for that hole hero thing in Campaign as like you mentioned it is a massive OP nature. But then again, if you granted stronger hero units to the Computer, or on every map, have a Massive sentinel unit at the main camp (kinda like a troll/ogre for Orcs) that only stayed in that territory would prevent all forms of main camp attacking. you could still have the main camp destroy elimination mechanic, leading you to being able to tank the Sentinel while destroying Base.