well, funny game, but some annoying bugs. e.g. a knight took a chest, dont know what else happened, BUT he didnt attack nor got attacked any further. he was free to carry it out of the level. great :-/
one of the best unit combos is shield maiden + border cav. sometimes using shieldbreakers or centurions as wave too, and having some units on the line already, you can also stack rangers. this is quite an easy way to pass it all
cannot understand why ppl cant beat lvl 19 ...
just flee to upper corner (star+follow star + some terraforming), build your base there and expand.
the rest can be done by terraforming + attack alone, swamps do help
btw: there IS a bug, as takahmasak describes, it allows razing enemy cities, the terraforming is not prevented when sinking the land to sea level (own pop or buildings required in sight). dunno if that's always the case, but often enough.
bit harder and it would be a nicer game even.
a good deck that works fine for me is a XY/RV combo, containing 8-10 Mage/Chyriax, nebula spires, nanobot carriers and nanobot swarms, grav crystals and ressource actions to fill up. pretty perfect for every single player game except VOID-Maps
its the missing badges i think. ccg class is nice, but unlike kongai that game is not advertised over and over. so you'd need ppl ad'ing it. would be worth badges and community
the deck opener on some challenges is REALLY ugly: got like 10-15 resource-related cards in a 40 cards deck, but in 30 trials never managed to have 3 resource cards in one of the openers. I know that it's not too handy for the cpu if i had like 4 or 5, because the end would come way too fast then.
the rotating field is really nice, and i enjoyed it quite much. the only thing that disturbed was the plain dumb cpu :-/ somewhen i got lost in circle rotation when i used 3-4 starcores :P but still: spu is no match at all
@ jim_vierling
I dont think it was the intention to just copy risk. from my point of view it always was wierd that you owned areas behind enemy borders, and the other way. after turn 1 at original risk you could end up having practically just the area that u flooded with units, and with same start you could end up owning half the terretorries (exaggerated). this pretty much was never the case in history, thats why i like the chosen approach.
helpful strategy to overcome bigger opponent forces: encountering bigger opponent forces often results in bigger area losses. a cheap way to deal to it is to surround the bigger army with army sizes of 4-5-armies, letting each army "attack" the big one as 3rd or 4th action earliest. result is that (almost always) every area but one is still yours while you gathered a bigger group next to the big force. if nessecary repeat like that 2-5 times, and in the end the big army SHOULD be beatable.
not too funny: in late game the own AI becomes virtually stupid. attacking an enemy with full upgrades and doubled military power building e.g. infantry (all infantry battle) doesnt automatically result in a win, because the own troops try to bypass the enemy walking while the enemy shoots same time. for me the game engine is one of the worst i encountered yet. before asking for battle gear 4 (LeonardoLelloCer) i'd like to ask for a fixature of that one
save/load doesnt work propperly on me when explorer is restarted. (opera on win7). quite annoying if explorer crashes (which very rarely happens when i am doin other things with explorer while being in air battles)
my impression is that blizzard works quite well even when enemies have ice resist. it still slows them down, so that other units can attack it. using area effect spells this is way more helpful than fire spells.
diamond challenges are funny. they are comin from everywhere in great numbers. wonderin how the "problematic" levels will run with that. all gold, 4 diamond so far. Seems like special weaps for taylor/farro are strongly recommended
Fixed :D ... hopefully!