![]() ![]() it seems like there is always at least one T2 given.įor example, you could start with a T2, a couple pikemen, and 3 irregulars - a little wonky, but it fits the bill. Again, this happens because units are being generated based on gold value and maybe a few other minor requirements, i.e. Is it a problem? Well, it's certainly not ideal. I agree it's possible to have wonky starting units, but not nearly as often as you think. The point is, without any T2s in the mix and with so many slots to fill, there still is more "gold" left over which needs to be "spent." Even if it was, you would never not be compensated with archers, otherwise the total gold value allotted for starting units would not be depleted. There is no 5-unit start.įurthermore, fairly sure it isn't possible to start with zero T2s. Sorry, but what you're saying isn't possible. Just like with the randomised research skills you get at the start of the game, random starting units change a lot based on just RNG. That's an insane difference given how strong ranged units are against the AI and how strong high elf archers are. Playing high elf, I can get 2 swordsmen, 2 initiates and 1 pikeman.or I could get 2 storm sisters, 2 longbowmen and 1 initiate. ![]() A player who starts with a solid T1 lineup might have a more aggressive expansion. Maybe that's how balance comes into play, although I could be wrong. ![]() So the early game was less forgiving, not having easily accessible firepower. I started with a couple class T3s, but lacked other units, like T1 archers. I've only played a few Battle starts so far. I think what Iguana said is important: "The units are balanced by gold and type." Originally posted by Haste Berry Pie:I don't know for sure, but maybe it's not as unbalanced as it seems? ![]()
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