![]() ![]() You need strong ghouled units and summoned creatures and better troops. And you have to take out those spawn points before they can become such a big threat.įact is, when you're up against bone dragons and titans, tier 1 units and cadavers are not going to cut it. You have to clear as many sites as possible to gain treasure and experience and units and research. You have to send out plenty of scouts to identify spots for expansion and risky monster lairs and other spawning sites. Obviously, if you start with a weak army and slow research/build speed, it's much harder to explore early on than if you start with a big army.īut you have to be pro-active anyway. Now, game settings make a huge difference. If you're fighting enemies who expand quickly, you will simply be outmatched at a certain point. AOW4 is so much more pleasant to play it's kind of ridiculous sometimes.Firstly: If you expand slowly, you make things more difficult for yourself. Like most of AOW4's mechanics, Infestations are much more thoughtful, are still impactful on the game overall, and don't overly punish the player for bad map generation. You could lose a match just by losing one city to one of these things, and sometimes it was just because you didn't scout the underground or whatever where the spawner is and then waste 5 turns hunting the thing down. Losing a settler and a city was devastating. Now, though? They're an obstacle to expansion, but they aren't extremely punishing the way they were before. In Planetfall, these spawners still existed, and would scale over time, but at least garrisons were automatic. ![]() In AOW3, these spawners would beeline for your cities, where you simply didn't have resources to actively defend them most of the time, and there was no garrison system. In AOW3 and Planetfall, we had more traditional unit spawners that would be littered across the map. ![]()
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