Monster Spamming Insanity

Okay, I just finished a game with beta ver 1.9e. The game ended at 287 AC. - a total of 552 turns on a large map. Starting at turn 13, one to three monster units appeared within my ZoC. During the game, I fought 1078 battles with roaming monster units and 12! battles with rival factions, destroying them (I used earthquake 4 times) winning the game with the Spell of Making because I was weary of the monster spamming. The game is coming along very nicely and seems to be pretty stable and the maps seem more interesting. I'm sure the designers are aware of the excessive spamming and I hope they address it as soon as they can since it does take away a lot of the strategic aspects of the game.

10,754 views 11 replies
Reply #1 Top

Which difficulty were you playing? You should have seen Brad's test build over Christmas break - that was a nutso experience. He had troll groups spawning early and constantly. The troll warrior is a hero killer with that special it has to do 3x normal damage attack.

Anyway I've found the monster spam to not be a problem when I focus on making all cities at least level 3 and pushing back monster spawns with the ZOC. I've actually found that it reduces the monster threats to a point where I wisht the spawns were increased.

Reply #2 Top

I played the game at normal difficulty. The levels of the cities and the ZoC didn't make any difference. I think that it may have been caused by the fact that I like to create extensive caravan routes and max them out. I think it may be the caravans that are causing the excessive monster group spamming. I have noticed that when I only use caravans to build roads, there is hardly any monster spamming.

Reply #3 Top

K - I recommend the following to help (as a guy who plays ridiculous as a living):

  • Forests - do not leave any forests uncivilized near your faction. They are the # spawn point for monsters and ruffians.
  • Borders - Minimize the length of your kingdom/empire border exposed to monsters. You can do this my mildly city-spamming, getting the level 3 ZOC, and using natural barriers such as mountains and oceans to block access.
  • Unprotected caravan routes - If you're making routes outside the border of your kingdom such as through wastelands to other factions, then you have no choice but to manually protect them. This is per design. Derek had the exclamation point warning put in to tell players something is inside your ZOC but the point is if you're going outside into the wastelands, you as a player need to watch your stuff.

I hope this helps!

PS - you can also try a bard/charisma build sovereign. My dude just travels around to low level cities, levels by killing monsters/ruffians, and uses his charisma to boost prestige. His bard stuff comes into play by hiring heroes and the cheap and letting them fight other factions. Works pretty good and really helps to solve the problem you're mentioning.

Reply #4 Top

I have always had the exact opposite problem. Never enough monster and they are always weak. I play on medium maps with 6 comps and don't see trolls till turn 200. BY then I am around 50-100 turns till I win usually. I once played a game to turn 700 or something just to see if monsters would ever become a threat, they didn't. Elemental Lords apparently just don't spawn anymore.... One unit in a city with decent armor pretty much makes them monster proof. I think the more powerful monsters need to spawn sooner.

Reply #5 Top

Quoting Dsraider, reply 4
I have always had the exact opposite problem. Never enough monster and they are always weak. I play on medium maps with 6 comps and don't see trolls till turn 200. BY then I am around 50-100 turns till I win usually. I once played a game to turn 700 or something just to see if monsters would ever become a threat, they didn't. Elemental Lords apparently just don't spawn anymore.... One unit in a city with decent armor pretty much makes them monster proof. I think the more powerful monsters need to spawn sooner.

Ya know, DSRaider, I think I might do an AI test on monster spawns like I do on the strategic AI factions. I've noticed the same thing and the fact you're noticing it too has me wondering if something's hosed in the code. Brad's build over x-mas was nuts - the recent builds aren't anywhere close to the challenge that build had.

Reply #6 Top

Quoting AlLanMandragoran, reply 1
Which difficulty were you playing? You should have seen Brad's test build over Christmas break - that was a nutso experience. He had troll groups spawning early and constantly. The troll warrior is a hero killer with that special it has to do 3x normal damage attack.

Anyway I've found the monster spam to not be a problem when I focus on making all cities at least level 3 and pushing back monster spawns with the ZOC. I've actually found that it reduces the monster threats to a point where I wisht the spawns were increased.

 

Honestly, I miss that build.  I think it went a little too far, but the current Elemental doesn't go nearly far enough.  All that was needed was no mire skaths on turn 10 around your capital.

 

 

Reply #7 Top

Quoting Alstein, reply 6
Honestly, I miss that build.  I think it went a little too far, but the current Elemental doesn't go nearly far enough.  All that was needed was no mire skaths on turn 10 around your capital.

LOL, yeah. That was the build where my sovereign, Janusk, and my capital were all killed by a bear on season 7. Quickest loss ever.

Reply #8 Top

I have been playing a 1.1 game that seems to go on forever (not much time to play), do you guys have still the uberhero problem in later versions? Meaning you pump up a bunch of heroes to the point you can just autofight any huge army thrown at you?

If ubeheroes are still in the game I don't see any problem with monsters (also I don't se any fun with the game but that's another story).

 

Reply #9 Top

Quoting Black-Knight, reply 8
I have been playing a 1.1 game that seems to go on forever (not much time to play), do you guys have still the uberhero problem in later versions? Meaning you pump up a bunch of heroes to the point you can just autofight any huge army thrown at you?

If ubeheroes are still in the game I don't see any problem with monsters (also I don't se any fun with the game but that's another story).

 

You can auto-resolve safely if your armor is like twice the attack. The team did rebalance armor in one of the patches so uber-heroes do take damage. It is way better than before. I used to auto-resolve everything for convenience but now I need to be careful.

Reply #10 Top



You can auto-resolve safely if your armor is like twice the attack.

More like if armor is slightly higher then attack. Which because monster level up really slowly is basically all the time.

Reply #11 Top

I auto-resolve a lot of the fights once I get into plate and above, and never seem to have issues. The only time auto-resolve still fails me is when I haven't been watching my cities and a bunch of monsters have gotten close to one of my resource-generating champion dumping grounds which I've left a few decent guards with as well. They love throwing those unarmed cloth-wearers into the fray.

 

I also find it annoying how weak the monsters are, slowly pushing up and first game on hard world setting tonight. I'd love to see some elementals or even a few daemons come to fight one of my towns over silly swarm spiders and bandits. Be even better if they bring some lovely loot, getting salted pork all the time gets so passe. Then again, the AIs are just as bad, steamrolling the opposition in plate armor while they're basically pumping out berserkers (poor armor, big hammer. Nice try guys, you aren't going to get any hits for me to feel the pain).