jsv
Indept
Posts: 26
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Post by jsv on Mar 9, 2012 8:53:19 GMT -5
Did this, but my today's achievements are not impressive. Another blitzkrieg victory, this time even faster. It was over in the summer of the game year 2 The starting locations were pretty close and the AI have sent his unguarded king in my direction while splitting the rest of his army in two, leaving one half to guard his cave and the other half -- away from me. I concentrated my forces and defeated him in detail, despite his second party being able to conquer another citadel and hire one more commander with some troops. Once again I took a gamble by leaving my only citadel unguarded for a couple of months (and there was another pack of wolves wandering around ), but this time it paid off.
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Post by mtadd on Mar 12, 2012 8:59:47 GMT -5
My first attempt failed because the enemy's King of the Deep rushed in and took out my citadel whilst my troops were out conquesting, much as how jsv won this trial. I had a few more attempts where the snakes did me in a similar, albeit more shameful fashion. Once I even had 6 dai bakemono parked outside my citadel, so I left a similar cohort in the citadel whilst the rest went exploring, but that too ended with my citadel overrun. In my latest attempt, I was able to quickly conquer a second citadel before winter, and in the spring, was fortunate to catch the enemy's lone King of the Deep on a blitz towards my home citadel with my Pale One commander and his 15 soldiers. I noticed that the King was wounded, at about 2/3rd health, so I took the chance and attacked, and won, though losing most of my battalion. So, being up a king, I brought mine into an offensive role, and with refreshed troops, moved towards where the enemy came from for the attack. Over the course of the year, I found and killed the rest of their commanders, winning the scenario near the end of the second year. Looking at the gold income chart below, it looks like blue had a hard time finding resources, and suffered from pretty steady attrition on the ones that it did acquire. All in all, there's alot of luck at play on the start in this scenario. It'll be interesting to see if anyone experiences a longer game and its resulting outcome.
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Post by rossy on Mar 13, 2012 19:28:19 GMT -5
I did it. After having killed his King with my King + other units it was very easy. He had 2 Oracles running alound without any support which could be killed quite easily. After this I found his last commander an won.
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Post by gp1628 on Mar 17, 2012 20:36:54 GMT -5
I won this one. I think the Small map makes the strategy of a blitz rush to be kindof obvious
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Post by vladikus on Mar 28, 2012 23:48:43 GMT -5
I won on version 3.04 (created trial and map using mtadd's generator) using a early game rush strategy. It was a quick game with every resource used to immediately buy whatever I deemed the best unit available. I was able to judge (based on AI movement) where their main base was (to the north) and assaulted them though leaving my citadel with only about 5 pale one troops. Knowing that the enemy would have no advantage so long as he didn't have time to accumulate resources, I cut off all his farms and took out his armies one by one. Decent game, maybe a little to simple, but at least it wasn't a long, drawn out and boring.
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Post by ulius on Apr 4, 2012 8:04:33 GMT -5
Won on 3.04.
Tried the rush tactic -> my scouting King of the Deep was killed by a 20 unit indie stack in year 2, after finding very few ressource sites I thought I'd quit, because I couldn't find my enemy and my territory was covered in Ancient Forests.
Then I still tried for the best, send two stacks looting and 2 stacks hunting indies. My stacks, that were supposed to be looting, actually killed the AI quickly after I finally found it. I was surprised how easy it fell. It had 5 iron mines and 4 coal mines very close to its capital. It even conquered all of those this time and there were no spawning sites near it.
I still killed it one by one with 3 Umbrals, 3 Ancient Ones, 2 Ancient Hurlers 2 Seal Guards and 3 Oracles and 20 Cavern Guards / Pale One Soldiers, with some reinforcements and a little help of my indie hunters.
Edit: After looking at the scoregraphs I realized, that the AI obviously lost half its initial forces early on -> slow expansion. That's why it was so easy.
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Post by mulkmulkmulk on Apr 8, 2012 4:28:50 GMT -5
Beat it on 3.04
Just capped res and the enemy's king got caught by my early troops. After that just holding out the resources near his cave with an hero while capping otherside with an oracle. Then the enemy just basicly split his troops while capping back my resource lines and lost due to no commanders when my oracle just hunt em down
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Post by mysterious on Dec 9, 2012 9:04:57 GMT -5
Done on 3.16 Small map and only one AI show the stupidity of the ai pretty clearly imho
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Post by gp1628 on Dec 9, 2012 12:21:22 GMT -5
Yeah the Pale Ones is one of the more stupid AIs at the moment. I should put some time in to come up with specific faults and suggestions to pass on to Johan about them. If you come up with any feel free to start a thread in the "Wishlist for AI" subforum here.
Also one AI against one player playing the same nation does tend to be less difficult. But at this point in the challenges I think it is supposed to be that way.
Oh I should add... congrats on getting this far, and looking forward to your comments as you progress thru the other challenges.
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Post by cybersol on Feb 11, 2013 6:10:51 GMT -5
Most interesting part was starting next to a Palace of the Mountain Lord, with 2 earth elementals, a purple worm, and an old wizard visible on turn 2. I had terrible luck in my initial exploration, with indies routinely doing 15+ damage in a single blow to kill yet another of my pale ones. However, I waited patiently for more troops before advancing and was just reinforcing as I ran into a the enemy king of the deep with 22 units, near two mines to the northwest of my home cave. I found him using my subcommander leading a stack of 11, but my king was just about to join up with 7 more. I stopped the stack of 11 two spaces from his king, praying he didn't take the opportunity to charge me. Luckily, he took one of the mines instead, then unexpectedly split his forces into two groups of 11. I pounced on the stack without the king using all 18 units from both my stacks, eliminating his sub-commander. The next turn my oracle of the deep arrived for free in that same mine, and his king was forced to head back northwest for reinforcements.
In the lull, I reinforced my subcommander group to 21 pale ones strong, and started a giant only party consisting the king, the oracle, and a seal guard. At that moment, the enemies king reappeared with only 11 companions next to my 21 unit stack, and I took the chance to jump him. I lost over half my forces, but eventually his king was beaten down. Knowing his demise was inevitable, my enemy sent his lone remaining oracle of the deep commander towards the original mine were we first met. My king, oracle, and seal guard greeted him there, mercifully ending the game on turn 38. It was my first time playing as the Pale Ones, and I was left wanting more.
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Post by mek42 on Mar 23, 2013 23:23:55 GMT -5
Finally got this one. The AI had essentially the entire starting force in one stack. At this point I wasn't going to touch them, having my King of the Deep, a single Ancient Pale One and a few Cavern Guards. Then the AI separated into the Pale One Commander with the troops and the King by himself. When it was my turn I was able to afford my first mage, an Oracle of the Subterranean Fire (I had 1 (one) gold piece left afterward).
I immediately took out his Commander and troops, leaving me with only the three people with more than 20 HP. Then I chased down his king. I think either I got lucky or I'm developing a strategy for playing against the AI - stay close to home, expand slowly trying for low risk and let the enemy armies come to you for destruction.
Here are the last few turns from the log:
turn: 22, season 3 Player 0, Name Gluargh'vakah, Human, Class Pale One, Units 9, Army strength 315, Citadels 1, Commanders 2, Gold 104, Iron 49, Herbs 0, Weed 0, Sacrifices 0, Hands 0, Rubies 0, Sapphires 0, Diamonds 0, Emeralds 0, Gold inc 14, Iron inc 5, Trade 0 Player 1, Name Yarni Zai, AI, Class Pale One, Units 59, Army strength 831, Citadels 1, Commanders 2, Gold 60, Iron 30, Herbs 0, Weed 0, Sacrifices 0, Hands 0, Rubies 0, Sapphires 0, Diamonds 0, Emeralds 0, Gold inc 17, Iron inc 1, Trade 1
turn: 23, season 3 Player 0, Name Gluargh'vakah, Human, Class Pale One, Units 7, Army strength 434, Citadels 1, Commanders 3, Gold 1, Iron 54, Herbs 0, Weed 0, Sacrifices 0, Hands 0, Rubies 0, Sapphires 0, Diamonds 0, Emeralds 0, Gold inc 14, Iron inc 5, Trade 0 Player 1, Name Yarni Zai, AI, Class Pale One, Units 44, Army strength 659, Citadels 1, Commanders 1, Gold 94, Iron 32, Herbs 0, Weed 0, Sacrifices 0, Hands 0, Rubies 0, Sapphires 0, Diamonds 0, Emeralds 0, Gold inc 17, Iron inc 1, Trade 1
turn: 24, season 3 Player 0, Name Gluargh'vakah, Human, Class Pale One, Units 5, Army strength 402, Citadels 1, Commanders 3, Gold 15, Iron 59, Herbs 0, Weed 0, Sacrifices 0, Hands 0, Rubies 1, Sapphires 3, Diamonds 2, Emeralds 0, Gold inc 18, Iron inc 5, Trade 0 Player 1, Name Yarni Zai, AI, Class Pale One, Units 44, Army strength 659, Citadels 1, Commanders 1, Gold 128, Iron 34, Herbs 0, Weed 0, Sacrifices 0, Hands 0, Rubies 0, Sapphires 0, Diamonds 0, Emeralds 0, Gold inc 17, Iron inc 1, Trade 1
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