
Minotaurs are OP
This wouldn't even have been a pyrhhic victory if I didn't get ambushed, just a regular victory
The Centaurs didnt get a chance to support the minotaurs, the minotaurs did all that without ranged support

This wouldn't even have been a pyrhhic victory if I didn't get ambushed, just a regular victory
The Centaurs didnt get a chance to support the minotaurs, the minotaurs did all that without ranged support
Hello, at last post I made I saw some people said they are familiar with Overlord. So i want to ask some questions about it, to make mod more canonical.
My questions:
Which rituals may the princess have? (Image 1 shows the only ritual I made for her right now, but I don't know if this fits her).
Should the King be a main commander of Re-Estize kingdom instead of princess? If yes, then should princess still have any rituals or only King will get them?
Should i change the costs for Ainz oal Gown rituals? (Image 2 shows all the rituals he have right now)
Is there any ritual ideas that Ainz oal Gown can use? (If yes, describe what the new ritual does)
Should i remove "Rise melted undead army" and "Summon the Death Prince" rituals?
Should i make Elder Lich an recruit and remove the ritual that summons him or keep him as exclusive summon from ritual? (In both ways Elder Lich will be an commander, having the same level 1 and 2 rituals as the Overlord has)
Should the Demiurge be able to cast rituals?
Should i remove extra starting commander from Re-Estize kingdom and keep only Princess, Gazef, Brain and Claim?(Maybe add the king if people say he must be there, also princess cannot leave the king's castle because she can't attack and have 2 hp rn).
You can also ask me your questions if you have these.
The rest of this text is explaining of all rituals shown on images, so you will know about what they do before answering some quetions about rituals:
- Princess rituals:
Spawns up to 20 angry peasants
These peasants will join your side with 90% chance or attack you with 10% chance after using this ritual.
(This class is very WIP because I started working on it recently and didn't work on rituals for them yet)
- Ainz oal Gown rituals:
Rises 15 longdeads and 10 ghouls on your side
Rises 1-5 Bane Fire Archers
Just like "Rise legion" ability from Necromancer class, but rises 15 undead of each type
Summons 1-2 Death Knights (not the CoE5 ones, the Death Knights form Overlord)
OR
Summons 1-2 Death Warriors (from Overlord aswell)
Summons the Doom Knig & 4 Death Knights & 4 Death Warriors
Summons Elder Lich who can preform rituals and also summon undead in battles
Summons the Death Prince from CoE5 (Very unsure if Overlord may have this)
Summons 2 Abominations and 1 Tartarian Spirit (Unsure if Overlord may have this too)
- Demiurge rituals:
Summons 10 sinners
Summons 5 Devils and 10 Imps
Summons random Demon as commander
Summons one of 7 Demon Lords
Well, guess this is all for now, thanks for reading!
For me, im really liking the idea of maybe another new plane, a greek styled faction (Arcoscephale inspired?) and some more varied map tiles/battlefields.
I feel like we're missing an Egyptian class. Probably mix necromancy and holy.
Anyone got any ideas on what all could be in it?
Almost all of them is basic commanders so you don't have to enter their names by yourself at the beginning of game, but they are randomly generated. Is it possible to turn that randomiser off for custom units and keep it the same? Edited: Thanks to everyone who gave me advice, everything works perfectly now
Per the title: What is the amount of troops the various ships can hold? Ship vs Galleon vs Void Ship. Also, what does the void shop do that makes it ideal for exploring the Void?
I've never really done ship-to-ship combat, relying mainly on amphibious or fly+floating to contest resource tiles in the water.
I wanted to give myself a little challenge and basically play as a force of technology in the age of nature, and as it turns out, it is indeed quite challenging.
So far I tried the following:
My main problem early game have been factions with a lot of chaff units, as I dont seem to have a lot of units with AoE damage (except for units that have been enchanted with fire shield). Besides that, it also seems o take a lot of AP to get a competetive amount of golems, so I was wondering if I should rather focus on dancing weapons in the early game, until I have enough iron income and disposable apprentices that can use up all of their AP on constructing Golems.
While I had some succesful runs as an Enchanter, I am also still unsure if it is a better strategy to have a small, but well fortified area of control (i.e. a lot of guardians, mimics, enchanted gates etc) that is slowly expanded, or rather begin with a large, barely defended area that is slowly reinforced over a longer time. The ressource output seems to be relatively similar since the first strategy means that your territory will rarely be contested and you can stack a ton of tools, while the other strategy entails that you may lose some mines to independents, but also denies them for other factions.
If anyone more experienced could nudge me into the correct direction, I would be more than grateful. I expect the endgame with mass deforestation, giant factories, artifact production and maybe even a vessel of golden lore to be very fun, but it's hard for me to even reachh the endgame.
Hi! First Druid game here, looked up animal in the manual to no avail, my best guess is anything that the druid can summon is an animal in which case the list is here
Is that the case? Are there other creatures not listed here that can be charmed by the Druid's "animal-only charm"?
Cheers
New-ish to the game here. I am currently in the midst of a very successful Baron playthrough (Enormous map size, King difficulty, Monarchy age.) I have kinged my baron, I have great map control with many strategic castle placements, a decent economy, etc… There is only one problem… I am currently getting railroaded by a doomstack containing no less than 8 (10?) duplicates of a master illusionist with level 3 spells. He only has two rows of melee, but I just can’t fight this thing even with an utterly massive army. Turn one of the battle and my screen is getting lit up with mass sleep spells. All of my units are asleep. I can’t get more than one of them with a lucky ballista shot (I have 20+ ballistae behind a wall of melee units, including giant crabs) before I am completely screwed. How do I even counter this? I have multiple level 2 mages with meteor, soul slay, and anti-magic amulets, but I’m not sure they will be able to withstand the sheer volume of spells.
I thought that I might be to win if I could use my seige units. I can’t seem to bait the AI into a siegable structure, so I can’t treb them down either.
There are a Tatsu and a Beholder I could try to mind control, but I doubt this will work because of their high magic resistance.
Advice??? How does one overcome the master illusionist death stack??
Last time I posted I stated how much I really enjoyed this game and some of you gave me some solid advice while I play through with the Witch. Currently preparing an army to attack Hell and have almost completely taken over the Primal and Aztlan planes as well as the Sky and am about half way through the elemental plane. Next stop Agartha and more undead armies to finish off Hades while also trying to figure out how I can get to the celestial plane. I can’t stress how much I have come to love this game with the amount of content within it. I do have a couple questions if anyone would humor me
I do want to annihilate Ba’al and Abbadon but have no clue how to go about it aside from gathering a ton of high level casters and tanky units, does killing either of them actually do anything to the world itself aside from getting rid of the unit permanently and can I possess any of them (I know I can’t on Ba’al but maybe some other interesting gods/demigods)? Does anyone have any advice on farming magical artifacts/items I can use to stack up my main armies?
Lastly I want to try out mods that some people mentioned last post and I’m not sure where to start. Is it on Steam or within the game files somewhere (new to PC gaming only playing on a laptop at the moment)
Haven't seen this yet in quite a few hours of gameplay. Was wondering about it.
I've always thought of the sky an annoying plane that does nothing but drop down dispossessed spirits. I was checking my suspicions of a sky graveyard after a game, and saw a floating island with magic institute. If I knew my beholders had that library, I would've probably prolonged the game to go have fun on a few more planes.
So o figured id ask here, whenever I take the nexes theres always one portal to one plane thats always blacked out and cant be entered, does anyone know where that portal leads?
I think it would be cool if when a faction is taken out, their units that are still alive simply become independents or whatever is relevant for them. So that even though you defeated them, you'll still have to deal with the stragglers.