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  1. #1
    War Story Recorder Senior Member Maltz's Avatar
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    Default Evilmen's corner - any tips of darkness?

    All right. This is like the notorious counter-part of the "Ironmen's rule", which is a nice inspiring, righteous thread. However, somehow I feel it is incomplete - yeah, there must have been many tips of darkness that were shamelessly hidden and applied every night.

    You might call them AI exploits, bug exploits, cheats, or anything that gives you a boost that could only happens in the current version of RTW world. For those of us who don't mind being condamned and burned to death on the cross, why not we also start a collection of these tips of darkness?

    Well I have been keeping a little record of them. So here you go! (I certainlly wish CA take a serious look at some of them, and change them in a future patch.)

    [National Geography salesman offers new morgage deal!]

    Sell your map is one thing, but sell your map for infinite amount of money is another. The AI always agree to pay you infinite turns of tribute, as long as you ask them. For example, when you sell your map for 5k and AI counters for 3k, you might want to ask a tribute of 2k for 99999999 turns. See what happens.

    [Let's reduce the font size of our banner and hang it on the arrow tower]

    Sally against an AI enemy that is superior of your strength, whether besieged or not is fine. Watch AI charge forward as soon as you send any unit out of the door, or sometimes you even don't have to! See everybody die in front of the arrow tower. Yeah! For a 35 min stone castle battle you can probably kill 1000+ just by the arrow tower alone. By the time AI start to retreat, rush your cavalry out and kill the infantry! Har har har...

    [Shield too big? Shoot their back!]

    When AI is defending the town center with non-missle units, you may spend a little more time to run your archers/slingers to the street facing their back. They die a lot faster this way. Be careful, no foot to step ONTO the city square or they will angrily charge you! Also be careful that you don't want to position other units diagonal to your slingers because they will also be stoned to death.

    [Shoot their face!]

    The AI lacks an algorithm to deal with arrow fires that comes farther than their tolerating distance. So you can slowly advance your archers, shoot them to very small unit sizes until they decide to charge you or retreat.

    [Shoot the parade!]

    The garrisons of a city is prone to arrow fire. One good thing is once you bring a onager to smash the arrow towers, you can position your archers wherever you want, and pin down all the AI units that parades into the range. In one battle a full-stack garrison was reduced to about 7 units when the arrows depleted. The streets were filled with corpses. Yeah!

    [Stone castle with tons of garrison? I]

    The AI sometimes positions small armies just outside of a castle. When you attack that army the garrison will come out as the reinforcement. If you defeat the reinforcement and win the field battle, then you can directly occupy the settlement in the same turn!

    [Stone castle with tons of garrison? II]

    Better not deploy your troop in the default position. The AI will concentrate everything there. Instead move them away to another spot and you will find the wall rather defenseless. There you can occupy the towers and take the gate, massacre strings of AI units that comes to challenge your horde.

    [Encourage enemy general to commit suicide]

    AI general loves to commit suicide, charging into your spears. But, sometimes they cherish their lives. We can encourage them to commit suicide by our light cavalry, walk close to them and let them chase you all the way into your ambush... har har har (this might be a valid tactics in the real world, but indeed AI generals are too dumb to take the bait all the time.)

    [Lost and found]

    Too rich because of that darn Rhode island, and your family members start to burn money to lit cigarette? Sure you have bribed every captain and diplomat you see, and build every blacksmith in towns you don't generate troops anyways. How about this: Bribe a town from your enemy, smash everything you can smash, then give it back as a gift.

    [Choke points with choking old man]

    Camp your diplomat on a bridge or any narrow passes to completely block off all enemy troops! *edited* --> For narrow mt. path you only need 1 man, but for bridges you need 2. The 2nd one is right beside the 1st, blocking his retreat route from the bridge. This way the first man cannot step aside...

    [Drag your ally in the struggle!]

    Start a battle with your ally's army beside you, so they will have to declare war to your opponent!

    [Warm welcome]

    When an enemy comes down a street trying to block you, put your men on both sides of the intersection, and swarm them once they entered it. What a warm welcome! (Well this is a valid tactics, but certainlly it is evil.)

    ***

    If you get some evil tips, please share them! At least myself would like to try it out at home.

  2. #2
    Member Member Satyr's Avatar
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    Default Re: Evilmen's corner - any tips of darkness?

    Archers, even better is horse archers. Large quantities are impossible for the AI to deal with.

  3. #3
    War Story Recorder Senior Member Maltz's Avatar
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    Default Re: Evilmen's corner - any tips of darkness?

    I got another one. It might be a little hard to explain:

    Everybody knows that if you occupy city towers on a stone wall, they can help you shoot down the garrisons marching on the street. What is less obvious is that sometimes arrow towers can also help you turn the tide on the wall, when you have crap infantry up there.

    There are certain kinds of towers that have arrow holes "inward", and there are turns of the wall that those towers can actually shoot soldiers on the wall. You usually notice your men suffering from arrow fires when you rush them to occupy those towers. Exactly those spots.

    When you see powerful units coming at you that normally you will die miserably, you can first occupy that critical tower, and park your men to the right spot, where the tower you just occupied can help you shoot down tons of garrison crowded before your men. You might need to plan this during the deployment stage, so you know where you will send your men up to grab that tower and defend in front of it.


  4. #4
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Evilmen's corner - any tips of darkness?

    Quote Originally Posted by Satyr
    Archers, even better is horse archers. Large quantities are impossible for the AI to deal with.

    Umm I had 9 hastati against 2 HA and 1 archer unit. I'll jsut say I won but will never do that again. If the A.I. has none or too few cavalry they are hurting and so is the human.
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
    Cry havoc and let slip the HOGS of war

  5. #5

    Default Re: Evilmen's corner - any tips of darkness?

    A few small added thoughts. I really think Maltz has gotten most of them though.

    On [Shield too big? Shoot their back!]:
    Now comes in 2 flavors: moving and stationary
    Have enemy troops chase bait while javelin throwers hit them from behind. Angle direction of bait away from javelin throwers so that chasing enemy units get the best "exposure". This way all those pila can be used up before any melee.

    On [Shoot the parade!]:
    Parade not forthcoming? Push a fast unit into the breach and parade will restart. Make sure you have enough time to retreat unit out of harm's way while still giving archers and javelin throwers enough parade "exposure" time. For best results: be patient (if you can afford the time) - the enemy will frequently stop a unit just in front of the breach and remain still till shot at once again (so make those stationary target shots count).

    On [Encourage enemy general to commit suicide]:
    Sometimes enemy generals are too tough. Soften him up first by running close to your archers and letting them shoot for fun. Have a spear unit near archer just in case enemy general changes targets (usually doesn't happen). Javelin throwers also do nicely but you'll have to micromanage your bait a bit more carefully when taking corners.
    Once the AI is fixated on your bait he's usually fixed no matter what and once he's nailed onto the spears, even lighter troops have a fair chance of killing a general's unit.

    On [Choke points with choking old man]:
    Enemy choking old man in a threatening position near our troop stack without general? We can shove him in the direction we want by getting a troop to occupy the square he stands. Haven't seen the AI bribe towns yet in the early game so if you can end the shoving troop in a town he's safe as well.

  6. #6
    The Maiden Member Jeanne d'arc's Avatar
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    Default Re: Evilmen's corner - any tips of darkness?

    [flanks??]

    U need a phalanx unit for this to work and its best used vs an army with no archers.In a field battle place your phalanxes in the bottom right corner of the map, the AI will march its troops directly in front of the phalanx.It will not attempt to flank you cause it simply cant.Heroic victory for sure.
    En nom Dieu!

  7. #7
    Member Member Ziu's Avatar
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    Default Re: Evilmen's corner - any tips of darkness?

    If I don't have spies or diplomats available I sometimes send out equites or some some such light cav unit as a lookout.
    Once one of my equite/scout units with no movement points left was attacked by a full stick. Ouch you might say... Nay, I merely ran the unit round and round the edges of the battle map with a 1500+ army vainly pursuing until the time ran out.
    Victory!! And the enemy was forced to withdraw!!
    This also bought me extra time to reinforce the city they were obviously sent to attack.

  8. #8

    Default Re: Evilmen's corner - any tips of darkness?

    Quote Originally Posted by Maltz

    [National Geography salesman offers new morgage deal!]

    Sell your map is one thing, but sell your map for infinite amount of money is another. The AI always agree to pay you infinite turns of tribute, as long as you ask them. For example, when you sell your map for 5k and AI counters for 3k, you might want to ask a tribute of 2k for 99999999 turns. See what happens.
    I couldnt get this to work. Seems like my AI is smart enough to not do so. I tried reducing the amount of regular tribute that the AI offered at first and increasing the turn but they still wont accept..

    PLease helpp.... I need infinite cash.... this game is soooo hard
    Why cant we just get along???

  9. #9
    War Story Recorder Senior Member Maltz's Avatar
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    Default Re: Evilmen's corner - any tips of darkness?

    Hello: I noticed that the AI sometimes gets annoyed by reasonable conditions you ask in the same round of negotiation. For example, they first agree to give you 2000 for map, but after you annoy them a bit by asking something else and they refuse, they only give you 1800 for map.

    It seems to me that there is a hidden factor of "friendship" that will rise and fall. When you raised the tribute money amount after the AI first named its limit, and they refused, that friendship number lowers a bit so you cannot ask for the same amount anymore.

    If you ask for longer tribute immediately after they give you the condition, you can always get it.

  10. #10
    Member Member Razor1952's Avatar
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    Default Re: Evilmen's corner - any tips of darkness?

    If they want you to become their protectorate , accept!,. you will get full alliance , military etc and it doesn't cost a thing apart from perhaps giving away 1 city you have recently captured.

    So what do you really get?.

    -1 border secure so you can concentrate elsewhere
    - ability to enmesh this faction in all your wars
    -ability to do covert war on them

    Eg. As Selucs gave back Sidon for 16k den and became their protectorate. I also gave them Crete to get them into the scene of action(cost me a small rebel bribe only). Then used their Navy to take on the Greeks/Thracians/Sycthians/Romans Navies, that alone saved me a packet. Meanwhile I'm training my spies and assassins at their expense sabotaging their buildings and assassinating their people. Once the Romans are deadmeat I'll send a stack of armies and simultaneously seige their 6 cities, the ultimate in backstabbing. Oh and I forgot still selling my map info to them for higher than usual prices every few turns.... Donald Trump eat your heart out.
    Such is life- Ned Kelly -his last words just before he was hanged.

  11. #11

    Default Re: Evilmen's corner - any tips of darkness?

    A nice trick I just used... When attacking stone walls with onagers, see if you can spot enemies on the wall that don't have immediate access to a tower. Then, knock down the walls on either side of them. They are now nice and stuck. Note: Doesn't work well vs archer units.

    Bh

  12. #12

    Default Re: Evilmen's corner - any tips of darkness?

    Playing as a Roman, send a team consisting of a general and a diplomat, and maybe a bireme, into the area of operations of each of the other factions and subvert their offensives.

    Use the diplomat to persuade the AI's troops to join you, and maybe get some mercs too. Once you have a small army, join in with your ally's attack on a city. The AI will lose troops in the assault, but if you play your cards right you will take very few. If you initiated the attack, you get the city.

    You now have a new city to repay the bribe/recruitment costs, especially if you exterminate it. You can then use any income from the cities to fund more bribes, so you get a whole new theatre of war at minimal initial outlay. It is also much quicker and cheaper than building your own troops and shipping them out, and doesn't interfere with your normal unit production for your main thrust (ie with 2 cities you're normally limited to 2 units per turn; this way, you could get a dozen or more).

    You have also stymied the expansion of the AI faction: if they don't have borders with their usual enemies, they tend to sit around doing nothing.

    I've been trying to make my two extra theatres entirely self-financing (keeping rough track with pen & paper), apart from sending more generals over to exploit the successes, and it seems to be very profitable. Basically, I'm playing all three factions at once :-)

    Pell.R.

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