Universal Planar Conquest (by Shortbreak Studios)

Discussion in 'iPhone and iPad Games' started by strivemind, Feb 4, 2016.

  1. faceleg

    faceleg Well-Known Member

    Sep 29, 2015
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    I almost lost my 150+ turn game last night by tipping my economy over the edge. I had tax at 4 (!) to cover my many high tech armies and was running out of gold. Interestingly, turning up the tax resulted in LOWER income due to the revolutionaries my heavy-handedness was nurturing.

    Had to put all cities in marketable goods mode and lower tax for a little while to let things settle down. Surprising amount of depth in that aspect. I feel I could have lost the game there and then, could see my huge (and committed) armies about to desert. With the mongols at my borders that would have been it.
     
  2. athros

    athros Well-Known Member

    Nov 13, 2011
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    #802 athros, Mar 14, 2016
    Last edited: Mar 14, 2016
    Ok. Next game from the randomizer:

    I'll post up screenshots of the starting options, sorcerer setup, and starting position next.

    EDIT:
    Planes:
    [​IMG]
    Difficulty Mageling, 3 opponents, no changes to the specials.
    Sorcerer:
    [​IMG]
    Starting Position:
    [​IMG]
     
  3. MintDragon

    MintDragon Well-Known Member
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    Mar 7, 2016
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    HUMBLY apologize, completely forgot over the past few days of your Strategy Guide thread (which is pretty much my roadmap to learning). Though, per my initial thought (and your later comments), you COULD be the assembler of others' game reports, perhaps even comment on likes/dislikes/ideas you've adapted; or maybe just have another thread.

    Anyways, felt bad about my initial comment's ripple. But do promise that once I find traction and my own path, I'll be happy to share some game recipes for the newly initiated.
     
  4. faceleg

    faceleg Well-Known Member

    Sep 29, 2015
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    1.2.1 released! Good changelog too! Extend our appreciation to the team please @doomtrader!
     
  5. doomtrader

    doomtrader Well-Known Member

    Apr 15, 2013
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    Thanks for the team, they did a splendid job.
     
  6. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    Whoops, lots of stuff to reply to.

    No need to keep track of the AIs. There are different personalities for them, with different priorities. doomtrader posted a sheet with details somewhere in the thread, but I didn't bookmark it :(

    So far I played with 2-3 Planes, 2-4 AIs and Neutrals on lowest, haredest difficulty. Will crank that up for the next game to what you use.

    Around turn 100 at the latest I have at least a second large army, made of leftover units I swapped out from my main army. That's mostly dictated by the time I need to build units, and not by finances/upkeep. I know I can speed this up a lot more, and have a second army by turn 50 at the latest. But so far I always slip back into developing my towns first, instead of having them crank out a bunch of basic units before switching to buildings.
    What I also do is kind of a supply train: Have a second army follow the main one, so I can replace losses quickly.

    Ah sorry if that wasn't clear enough. I was hoping for your exact setup, like which traits and spells you took on Sorc creation.
    Tranquility is Life/Mentalism 1, one of the best spells around.

    @Wastelands: Sending saves around would be great. But I guess this won't be possible without a server/up&download solution on your side. If that'd work at all, could you check how much effort that would be?

    Did you have any towns built for Gold-making? E.g. Dwarves with the full she-bang of +Prod buildings and Bank & Merchant Guild can rake in huge amounts per turn. And just like Tranquility, Prosperity (Water/Augment 3) is really high up on the usefull spells list.
    By turn 150, I can usually support at least 4 high-end armies without breaking a sweat. I really want to work out what the differences in playstyle are, so others can learn from it.

    @athros: The game randomizer is a neat idea, really like that.
    @Wastelands: Any chance that you can put that up on your website - if athros is willing to share, of course - so others can use it too? I am pretty sure that we cannot run it on iOS just like this (i.e. would require a separate app). Baking something like it directly into the game would be even better.

    @Mintdragon:
    No worries, stop apologising ;)
    I thought about having a separate thread for game reports a bit more, and think that keeping them here in the main thread is the better option. Otherwise we'd have activity/traffic split into 2 threads, and having this one constantly up in the "hot new games" might help with getting a larger audience interested.
    The best solution I can come up with for now is to just keep posting game reports here in the main thread. And I'll add a post in the Guide thread with a list and links.

    @Wastelands: Phew, last one :) Great news about the 1.2.1 update, waiting for it to appear in my Appstore.
     
  7. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    AI not gearing up Heroes properly , also: Stables

    @Wastelands:
    In my current Unhallowed game, I encountered an enemy Champion (Darren Burnett) on turn 148, accompanied only by 5 Wargriders.
    This is extremely stupid and dangerous, to send a Hero/Champion with only a handful of units. Way too high a risk that someone with a bigger army comes along and takes your valuable unit out with no trouble.
    Hero/Champ should be either parked in the Capital (or another well-defended town); or move with a full stack of the best units you have; even more so that far into the game.

    Also, that Hero only had his basic equipment; AI apparently didn't craft anything for him, or outfit him with items found in dungeons.

    The Stables feel a bit out of place with the Unhallowed. Would be great to replace them with a thematically appropriate building. Only I cannot think of anything good right off the bat :( Maybe a bonemill or sacrifical altar?
     
  8. faceleg

    faceleg Well-Known Member

    Sep 29, 2015
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    Auckland, NZ
    Have a look at how BG:EE does it - they allow "sharing" of saves by causing the sharing context menu to appear. This allowed me to share my save between my phone and tablet. Requires no server side component at all.
     
  9. faceleg

    faceleg Well-Known Member

    Sep 29, 2015
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    Can't end battle turn early

    The above statements are false. I can end turn early now. I guess I'm too tired... :eek:
     
  10. Nullzone

    Nullzone 👮 Spam Police 🚓

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    Color me stupid, but I cannot find that option within BG:EE :( Can you share only with your own account/devices? Or with other people directly as well?
     
  11. Nullzone

    Nullzone 👮 Spam Police 🚓

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    [REQUEST] Wait/Pass command for units in combat

    @Wastelands:
    Can we get "Wait" and "Pass" commands for combat somewhere down the road?
    What I have constantly is that e.g. I don't want my melee units to move, but only have my rangeds shoot at things. Now, the automatic "move to next active unit" always comes back to the melee units. And I have to manually select the next Archer, shoot, rinse and repeat.
    This gets tiring really quickly, even more so when you have several fights like this with full 16-stacks each turn.

    Also, I noticed that when you cast a Spell (e.g. the Wraith's Flay), the focus does not automove to the next active unit. I have to manually select it, just like above.
     
  12. athros

    athros Well-Known Member

    Nov 13, 2011
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    The randomizer is up in the git repo, under Other Scripts. All you need is Python 3.

    As for the previous Sorc setup - I took Protection V, Destruction V and Battlecaster. I could have sworn I took a screenshot.
     
  13. Dragan

    Dragan Well-Known Member

    Aug 21, 2014
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    Belgium
    Nullzone, could you explain what the farming numbers mean with the plus sign, 2+1 for example?
    Thanks in advance
     
  14. MintDragon

    MintDragon Well-Known Member
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    Mar 7, 2016
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    @dragan, the farming number is the 'remaining population' so to speak. Increasing production or research will decrease the farming number until it reaches on 0+1 (minimum). So will rebel poplulation (unrest).

    Conversely, to increase farming, just decrease production (for example), and the farming number will go back up to 1+1
     
  15. Dragan

    Dragan Well-Known Member

    Aug 21, 2014
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    Belgium
    Great, thanks
     
  16. doomtrader

    doomtrader Well-Known Member

    Apr 15, 2013
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    @Nullzone, which Sorcerer Lord was the owner of that hero?



    @all, onward onto Android Ocean.
     
  17. MintDragon

    MintDragon Well-Known Member
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    Mar 7, 2016
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    1.2.1 Update
    Congratulations Wasteland. Gameplay is smoother, can tell a lot of work is going on in memory management, code optimization. Range is more balanced (but still advantageous, just need to train more to replenish).

    Favorite summons so far is the Phantom Beast... Really enjoying playing through smaller games right now to get familiar with what does what. Amazing game.
     
  18. Nullzone

    Nullzone 👮 Spam Police 🚓

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    #818 Nullzone, Mar 15, 2016
    Last edited: Mar 16, 2016
    @athros: Oha, seems I can run Python scripts on iOS. I found a few free apps for Python 3, would appreciate it if you can recommend a specific one. Otherwise, no worries, I'll just fiddle around a bit :)

    @doomtrader: That was the red guy, Eyegor the Tyrant with Orcs as main race. Found the screenshot again (attached), it actually were only 4 Wargriders, not 5. The blue Spirit is mine.
    Going by where I encountered him (bottomleft corner), and that Eyegor's Capital was in the middle center (the tiny red dot there, with 2 black dots - neutral towns - to the left and above) , I assume that he sent the Hero out exploring.

    And just downloaded v1.2.1 . Will finish my Undead game, and then completely delete and reinstall before I begin a new one. Didn't have any more corrupt savegame issues since v1.2.0, but better safe than sorry.
    Butcher giving only 1 point now, I need to rethink my builds :(
     

    Attached Files:

  19. athros

    athros Well-Known Member

    Nov 13, 2011
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    #819 athros, Mar 15, 2016
    Last edited: Mar 15, 2016
    I'm using Pythonista, but the version with Python 3 isn't out yet (I'm in the beta). I don't really see any others that aren't ad laden, or bug riddled. I can shift the script to Python 2 (it's really easy for these ;) ) since I see more of those apps.

    EDIT: Repo updated with a python 2 version of the randomizer.

    I'm going to do the same with the Dwarf game above, or restart. Mentalism is fun, right up to me running into things that are immune (every elemental, a little more than half of the neutral monsters/creatures otherwise). Tranquility was really nice :D
     
  20. Nullzone

    Nullzone 👮 Spam Police 🚓

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    #820 Nullzone, Mar 15, 2016
    Last edited: Mar 15, 2016
    Unhallowed Water Mastery game - Game won Report

    The first part of the game report, up to turn 100, is here:
    http://forums.toucharcade.com/showthread.php?p=3806861#post3806861

    Like before, I'll make it easy for myself, and just post my notes taken during gameplay.
    After those, you'll find some analysis and my thoughts on the game.

    • Turn 100-110: Got a bit of free cycles to cast Creativity on some towns. Building a secondary army with leftover units.
    • Turn 110: Main army invades Paradise, my prod towns gear up for Deathknights. Dropping some Enchantments on my Hero. Got Summon Champion from dungeon.
    • Turn 111: Conquered an enemy Capital on Paradise Plane. Moved Summon Circle there, then cast Summon Champion. I planned to also cast Relocate Tower and at least one Sea Serpent, but didn’t find time for those.
    • Turn 115: Capital starts producing Lancers. Sending more Units to Paradise.
    • Turn 130: Got Artificer trait from dungeon, nice for boosting my crafting. Keep clearing dungeons and razing towns with 4 armies now. Still did not find last enemy Sorcs. Need to open Prime Plane asap; made a mistake by not sending at least one of my armies after dungeons, but to open Portals instead. None were in their direct paths yet, so I just keep clearing dungeons.

    • Turn 136: Got Battlecaster from Dungeon. 2 armies nearing Prime Portal on Shadow. Nature's Rebellion event.
    • Turn 141: Main army conquered Teleport Stone in the West part of Paradise map, brought me to the South near an enemy town (will conquer that), Druid Henge (trait!) and Prime Gateway. Main army will move on to Prime. Shadow Plane 2 armies are at a Prime Gate too, will move in. already cast a bunch of Magic Spirits to immediately swarm out and scout.
    Changed plan for Paradise town: won't produce Death Guards (takes 2 turns each), going for Lancers instead. Also, they are cheaper and I'm running a bit short on N.E. upkeep.

    • Turn 143: Found an enemy Capital on Prime, nearby army will conquer it asap.
    • Turn 148: Spotted enemy mini-army with Champion Darren Burnett & 5 Wargriders.
    • Turn 149: Took over enemy Prime Capital, won fight (see here) with only 5 losses. Starting to mass-build 1-turn Huecuvas there for attack on next town.
    • ~Turn 150: N.E. upkeep problem solved; I am swimming in it again, thanks to quite a few Upkeep towns finishing their build chain and switching to upkeep.
    NOTE: In hindsight, I feel pretty dumb now :p Instead of waiting a small eternity, I could have just bought all those buildings and reach that point at least 25 turns earlier.

    • Turn 156: destroyed an enemy Sorcerer on Prime Plane
    • Turn 160: finally found one of the 2 remaining Capitals, and the area where the other Sorc resides. Destroyed one town of Sorc 2, looking for his Capital now.
    Plane-shifted a 16-stack of Deathknights directly to Sorc 1’s doorstep, they’ll make mincemeat of his Capital next turn.

    Game is pretty much over, just need to find that last missing Capital and I’m done.
    UPDATE: Found it on turn 167, completely different corner of the map than expected. 2-3 turns and I’m there to make him roll over.
    Aaaaand done ;) 16 Fireballs from Deathknights and an Icestorm from me made *very* short work of the full-stack garrison of mostly high-tier units like Paladins.


    Notes and stuff learned
    Game progress slowing down past turn 100
    Around turn 100-125 game slows down: travel times get longer; dungeons, town garrisons, and wandering Neutrals get more numerous/powerful/aggressive; basic units start to have a hard time, but no full armies of high-tier units available yet.
    While the temporary lull in speed is no problem for a general build, I need to test if a speedbuild holds after that point, or if it hits a limit around that time.

    On units
    - Phantom Warrior/Beast are less useful against Unhallowed, as all Undead units have Illusion Immunity.
    - Huecuvas do 0 damage against other Unhallowed, and units with Death Immunity.
    - The Archers are pretty much screwed against Mundane Resistance.
    - For superhappyfuntimes, there are a few units (like the Dwarven Rune Golems) who have both.

    On resources and upkeep
    I am sitting on over 6000(!) Mana by now; and the heap is still growing, despite me burning through several hundred each turn, and having 0 (yes, *zero*) Power set to Mana -> all going into Spellcraft since around turn 60, with the occasional switch to Research for a big spell.

    Negative Energy I have piled up almost 3000, too. No more problems in that area since I cleaned up all my Upkeep towns by destroying buildings that they no longer needed.
    Only now I am into negative N.E. income again (-54 currently); but them I am supporting
    - 6 full-stack high-powered armies (Lancers, Deathguards, Wraiths)
    - 3 “minor” full-stack ones, consisting mostly of Huecuvas, with a few Archers thrown in for good measure
    - 20 town garrisons of 2 Ghouls and 6 Archers each

    On Unhallowed Production and army buildup
    Don't go for Deathknights right away.
    Better build a bunch of Lancers - ideally backed up with some Summons - first. The reason is that Deathknights need 50 Production, while Lancers only cost 25.
    Hitting 50 Prod has proven impossible so far even with “Mineral Attunement” cast; mostly because Unhallowed only have the Stables for prod-improving buildings.
    Cranking out an army of Huecuvas (30 Prod, note: useless against other Undead) is also an idea, and works pretty well.
    Arcane Wraiths are great units and fast, but on the expensive side in upkeep with 5 N.E.
    On top of that, they also need a Wizard’s Guild - which is at the end of the Sage Guild tree.
    Takes really long to get a town geared up with the Guild and the 3 unit-improving buildings (Fighter’s & Armourer’s Guild, War College).
    And they also take 2 turns to build in most towns. Building a cheaper army with 1-turn units like Huecuvas and Lancers is faster and still very effective.

    UPDATE: I got a spell called “Fervor”, awesome thingie: +100% Production at the cost of +20% Unrest (which the Undead couldn’t care less about). A bit too late for it, but now I finally have towns that can produce Deathknights in one turn.

    Unhallowed buildings - open the treasury, for Lich’s sake!
    See note above. Thanks to the Merchant trait, I am raking in so much Gold per turn, I could have just bought all those buildings and saved myself quite a lot of turns waiting for them.
    I am just so used to converting excess Gold into Mana by now, that I did that on autopilot; and buying buildings simply didn’t occur to me at all.

    Hero enchantments or Summons?
    After a certain point, piling more enchantments on your Heroes simply isn't worth it. E.g. no need for Stoneskin when everything dies on turn 1-2 anyways and never gets close.
    Next time, I'll skip all enchantments except a choice few, and will do more Summoning.
    Actually, unless you get one of those overpowered spellcasting Heroes, they aren't really worth it. But fun :)
     

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