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How to destroy the enemy base?


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#1 Hugyfew

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Posted 10 May 2014 - 07:58 PM

After having installed SEE, I immediately tried the Elves. They were my favorite faction in the vanilla game, and also looked awesome. But as it turns out, I was unable to defeat the opponent on Easy. Easy, dammit! My ents would be killed by fire before they reached the enemy base, my units that came with ships couldn't do sh*t because they were outnumbered two to one, and my eagle would be killed by arrows before it so much as destroyed a tower.

 

I never lost though. Walls are a pretty awesome feature, you know. I just exited because I didn't want to spend three hours to that one skirmish. So I tried Mordor. Long story short, I beat my enemy. The Balrog, Wyrm, the Witch-King on a Fellbeast, Attack Trolls, elite Orc units and kick-ass Grond annihilated those sturdy Dwarves. But even then my troops were pretty hammered in the end.

 

Next up, Men of the West. Even worse than with the Elves. I didn't even get a chance to attack. I had to keep defending my fortress as there was no time where I could make a counter-attack. Once having taken down an invasion, more would come a minute later. Those pesky Dwarves took down my walls with their siege hammers.

 

And finally, the Dwarves. Elves, Mordor, Men of the West. I was always against the Dwarves. I figured out I could do some damage with their siege engines like I was able to do with Grond and the Balrog. Well, no. The enemy (which was Men of the West this time) destroyed my catapults before they did much. Seriously, my walls and my Eagle which destroyed the enemy trebuchets prevented the Men from ever entering my base, but neither was I able to take down theirs. I did do some serious damage on both my two invasions, but they would recover. My invasions. I don't remember my first one, except for the part where Galadriel's storm throws about two hundred men and fifty horses in to the air at the same damn time. But my second one, holy crap. When I launched my invasion, I thought those weakling Men were done for. Galadriel, Bilbo, Gimli, Brand, five catapults, three units of Men of Dale archers, three units of Men of Dale swordsmen, two Khazad Guardians -units, four units of Dwarven Veterans and a Giant Eagle. Plus, the Lone Tower, Earthquake, Bombard, Men of Dale Allies, Hobbit Allies, Rallying Call and Heal powers. Man. But the AI withstood it. WTF. I can understand if this was Medium or Hard, but Easy...

 

Long story up there, but now I can finally ask my question: How do I destroy the enemy base? Some tips and tricks would be appreciated.



#2 suchamoneypit

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Posted 11 May 2014 - 01:57 AM

AI tend to send units right away, so you should build units right away as well, then you just need to keep a good force at your base fending off those attacks, while you build up and upgrade your forces, eventually attacking them with overwhelming numbers.



#3 Hugyfew

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Posted 11 May 2014 - 05:22 AM

Should I have a higher command limit, because I noticed how I could not make the kind of invasion force with just 1000x command? The thing is, with just 1000x, I could not overwhelm my enemy.

#4 MattTheLegoman

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Posted 11 May 2014 - 08:12 AM

The very highest command points available is what is recommended for SEE. I was wondering why you only had a couple of each unit. =p


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#5 Hugyfew

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Posted 11 May 2014 - 08:50 AM

A couple of each unit...

Well that explains it. Guess that's a petty invasion force for SEE.

#6 njm1983

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Posted 14 May 2014 - 04:37 AM

HAHA yeah, using the max command point limit is recommended. I myself have yet to play it with that high of a limit. I think I used 2x when I first had a rig that could do it on ultra graphics. Its really fun to build up and attack, having massive armies clash on the battle field, then getting that push to the enemy base. :wub:



#7 Hugyfew

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Posted 14 May 2014 - 05:38 AM

I'm now getting it right. Managed to destroy the enemy with Men and Elves. It wasn't too bad with Men, but with the Elves I had to be careful not to get my Ents burned up by Drogoth.

 

The key seems to be expansion so you can field bigger armies. But half of those armies need to be Eagles, catapults, Ents, Trolls and stuff because regular units will barely scratch the fortress.



#8 Zeta1127

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Posted 14 May 2014 - 07:12 AM

Siege weapons are everything in SEE.


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#9 Hugyfew

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Posted 15 May 2014 - 12:12 PM

Yeah. I'm thinking they need a little improvement. Elves must rely on Ents and Men only have trbuchets.

#10 Nazgûl

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Posted 16 May 2014 - 05:27 PM

I can't wait to see your reactions to the new version later on... So much has happened since beta 4.5 =)


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
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#11 Hugyfew

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Posted 18 May 2014 - 05:25 AM

Will we have better siege equipment?

#12 Strider_2k14

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Posted 20 May 2014 - 03:48 PM

I can't wait to see your reactions to the new version later on... So much has happened since beta 4.5 =)

 

Is there a new version still being worked on?  I figured the mod was dead since there not alot of activity in the forum.  Most dated back to 2009 or 2011.

 

Nothing is released past 4.5 as of now right?



#13 Lauri

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Posted 20 May 2014 - 03:55 PM

Correct.


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#14 Lenwë

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Posted 20 May 2014 - 03:55 PM

Azog the Defiler topic is pretty hot right at the minute.

#15 Nazgûl

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Posted 17 June 2014 - 01:59 PM

Yeah, IRL takes its toll... often and for long periods of time. But I will never give up... 


// C}{riZpc_punch.gif
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#16 Hugyfew

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Posted 18 June 2014 - 08:29 PM

 

This here might work in SEE. 



#17 Bofur

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Posted 31 July 2014 - 11:32 AM

Naz, I just thought I should tell you that walls and Forts seem a bit overpowered...

I was playing with a fully upgraded 2000cp army vs a human Dwarves, and they had fortresses with catapults and a wall.

The catapults had flaming munitions, and killed my army in about 15 seconds. Ballistae were outraged by towers, and in all honesty it was pretty impossible to win... This was on the latest public beta.

Will this be adjusted in the next version?

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#18 MattTheLegoman

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Posted 31 July 2014 - 01:19 PM

I'm hoping that siege will be balanced to a playable state.

 

P.S. I'm guessing that the Ballista is designed to be the most usable against smaller groups of troops at the cost of not being as good at siege, but all factions need a weapon to bring down fortresses.


Edited by MattTheLegoman, 31 July 2014 - 01:21 PM.

Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#19 Bofur

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Posted 31 July 2014 - 03:42 PM

I did also try mines, but the sheer firepower of the enemy catapults made them toast as soon as they came into sight.

Though this was on Forlindon, which is quite suited to turtling.

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#20 njm1983

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Posted 02 August 2014 - 01:00 AM

I believe flaming shots will be turned to a single shot ability with cool down. This is for archer units and mobile trebuchets/catapults. The balance and ranges will all be tweaked and tested before release. Arrows will be less effective against siege engines, unless using flaming shot. while wall catapults will be necessary to bring down attacking siege weapons.




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