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Supreme commander forged alliance factions pros and cons
Supreme commander forged alliance factions pros and cons














The problem was when the enemy had no mind or eyes which didn’t see. On the other hand, illithids, led by Darkstor N, would ‘convince’ those who didn’t bow to medusas, by flaying or controlling their minds. Outsiders could be easily threatened, because most of the surface creatures relied on vision, so medusas, led by Sephinroth, could simply petrify those who didn’t obey to pay homage or sacrifice something to ‘safely’ cross their realm.

Supreme commander forged alliance factions pros and cons free#

It was decided that Nighon would not become a free route, bound to bring destruction to them, vulnerable to invasions. It was when two of the dominant races, medusa and illithid, took the reins of power, and gathered many powerful creatures which crept in the dark. The stranded, of course, would become food, resources for the locals, and every now and then, that drew unwanted attention. But as the world had stirred into conflicts, Nighon had been invaded by hosts of unknown foes, of many races, species, for those underground halls were strategic for stealthily moving armies between lands, islands and even continents.

supreme commander forged alliance factions pros and cons

This is the lair of the forgotten and the forsaken, untouched by millennia, as they also didn’t reach out the surface. Outsiders call these forgotten chasms ‘Oblivion’, but the dominant races who dwell there call it Nighon. In this maze of shadowy passages, halls and dungeons hide many places, caverns, abysses, cliffs, lost paths, as well as many other things. Atlantis, Oasis and Feywoods are not known directly.Įverything has a dark side, and the world itself is no exception. It is opposite to Haven Citadel, Sanctuary and Clockwork Library, with a hostile neutrality to Necropolis and Gates. It has great affinity with Miasma Marshlands, and some manner of neutrality with Clans and Summit. Their numbers are provided by availability of local sustenance and connection to underground tunnels. Most of its units are medium-sized, which makes this faction very independent from size perks. Meta Magic are spells which only some creatures can cast, and largely cannot be learned by heroes, with very few exceptions.ĭungeon Maze is a stealthy and ambushing faction, with elevated magic power and units resistant to debuffs, but also with debuffing attacks and abilities, having a lot of advantages in the dark or during the night in comparison to any other faction.

supreme commander forged alliance factions pros and cons

If items or artifacts exceed backpack capacities, they must be left behind. Hero’s backpack has a small room limitation. Only Commanders are hired with an assortment of troops/followers. Warfare skills can change those numbers, as well as proficiency on Commander role. Commanders, initially, carry 7 troops and 3 siege/war/support units. On the battlefield at the start of a fight, any troop that’s not in line of sight of any of the opposite army’s troops is not primarily visible. Underground beings are vulnerable to daylight and most weather effects. Chasms, abysses, cave ins, a lot of factors can kill armies just by moving on the adventure map. Exploring Underground can lead to doom if a non-native hero doesn’t know where to step. NOTES ON MECHANICS TO HELP UNDERSTAND ABILITIES AND PERKS

supreme commander forged alliance factions pros and cons

I had special fun creating the campaign for this Dungeon Maze. And there's the other non-existant one which is also in the works. I am gathering materials for those I was not planning on doing too, Forge and Conflux. I still have no eyecandies, just the written stuff.














Supreme commander forged alliance factions pros and cons