Article View: comp.sys.ibm.pc.games.strategic
Article #583703Re: Kohan Ahriman's Gift
From: DocScorpio
Date: Sat, 09 Mar 2002 06:36
Date: Sat, 09 Mar 2002 06:36
77 lines
5970 bytes
5970 bytes
itsbeen <its...@hotmail.com> wrote in message news:Fx5i8.78875$TV4.13093777@typhoon.tampabay.rr.com... > Well, I am about to give up on this one. I had played and enjoyed the > original Kohan thru to the end. Challenging for me even on easy but doable. > I struggled with mission two on this one and finally got to mission 3 which > I have tried a number of times. This is on easy! I really like the game > system, has a lot of potential for other uses. They just made the missions > way too tough. I even went to the Kohan.net site and most of those folks are > into MP but they even admit that many of the missions are tough. Designers > need to remember that not all players are experts and give the rest of us a > chance to have a challenge but still win. There are too many fun games out > there to beat your head against the wall all the time. > > If we are going to get more computer game players, we need to at least find > a way to have real differences in levels of difficulty. The games are > getting so complex, that it is tough for an experienced player yet again a > newbie. > > Harry > With one or two exceptions (where I let the AI sucker me), the missions have not been that difficult. I'm currently playing the Extended Campaign mission 12 (medium difficulty) and can make the following suggestions: Don't get into a resources competition with the AI. The AI will lull you into this kind of scenario by either leaving you alone for a long time or sending a fairly constant stream of low-level units to attack you. You'll be able to handle them so you'll think it wise to first play defensively, build up your economy, get some ueber units and then go on the offensive. You can't win this way; the AI will bury you. The key to victory in KAG is immediate aggressiveness and speed. Create a couple of low-level units (bonebows for Javidan, fronted by a skel infanrty or an engineer unit) and start taking cities away from the AI before the AI can develop them. You can't out-resource the AI, but you can outfight it. For Ceyah mission 3, send your settler unit straight left from your starting city till you reach the gold deposit and start a town there. While you're doing this, create a bonebow for Javidan, a skel inf unit to front for Javidan's bonebows, and an engineer unit. Send the engineers to build a gold mine at that gold deposit. Get an iron export started in your new town and later, when you have the money, a bank. Your starting city should also have an iron export, but you can sell off the quarry after you create the engineer unit. You're looking to expand this city to five slots: barracks, iron export, temple, nightbringer, and carpentar. This will take a while, but ultimately, this city will produce your ueber company -- front line of shadow knights, supported by a shadow priest and a necromancer (or whatever combination you prefer). Long before you get this far, send Javidan's bonebows and your skel inf to the far left of the map where you'll find a Royalist town, take it and turn it into another money town. Like as not, the AI won't bother it at all. Head your two assault units back to the center, then head south to a gold deposit. This is a natural choke point (water on the right, mountains on the left). Get you engineers to build some outposts here (later upgrade to forts) and, of course, build a gold mine. To the right of the water is a native town, take it and throw up some more forts. The AI will come at you up both sides, but the emphasis will probably be on the left side first. The AI has a tendency to waste units on strong points which works for you. Keep your units alive so that they level up (the AI won't be able to do this). Pretty soon you'll have elite units and really be kicking ass. When your economy permits, build a strike force of 2 or 3 shadow knight companies and send them down the right side of the water and take the AI's cities there. Build up these cities, create a stronger force and go down the left. It's just a matter of time after that. This is pretty much how all the missions play. Don't forget to keep playing after you get the "win" notification; you want to make sure you get all the techs available in each mission. Also, you want to level all you Kohans up to Ascended by killing hornet nests and the like before you end the scenario. I've had a lot of fun with both KIS and KAG. I'm not really that sharp at it, since I never multiplay (that's where the really good players are). Most fun since TA as far as I'm concerned. Hope the above proves helpful.
Technical Details
Message-ID:
<74ii8.617$%X4.95393902@newssvr15.news.prodigy.com>Path:
mbox-mo1.pugleaf.net!archiver1.google.com!news1.google.com!newsfeed.stanford.edu!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!newsfeed.cwix.com!newscon02.news.prodigy.com!newsmst01.news.prodigy.com!prodigy.com!postmaster.news.prodigy.com!newssvr15.news.prodigy.com.POSTED!not-for-mailReferences:
<Fx5i8.78875$TV4.13093777@typhoon.tampabay.rr.com>Show Full Headers
Complete Article Headers
Path: mbox-mo1.pugleaf.net!archiver1.google.com!news1.google.com!newsfeed.stanford.edu!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!newsfeed.cwix.com!newscon02.news.prodigy.com!newsmst01.news.prodigy.com!prodigy.com!postmaster.news.prodigy.com!newssvr15.news.prodigy.com.POSTED!not-for-mail From: "DocScorpio" <DocSc...@prodigy.net> Newsgroups: comp.sys.ibm.pc.games.strategic References: <Fx5i8.78875$TV4.13093777@typhoon.tampabay.rr.com> Subject: Re: Kohan Ahriman's Gift Lines: 80 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2615.200 X-Mimeole: Produced By Microsoft MimeOLE V5.00.2615.200 Message-ID: <74ii8.617$%X4.95393902@newssvr15.news.prodigy.com> NNTP-Posting-Host: 63.255.55.28 X-Complaints-To: ab...@prodigy.net X-Trace: newssvr15.news.prodigy.com 1015655811 ST000 63.255.55.28 (Sat, 09 Mar 2002 01:36:51 EST) NNTP-Posting-Date: Sat, 09 Mar 2002 01:36:51 EST Organization: Prodigy Internet http://www.prodigy.com X-UserInfo1: OHPMPOKCV[]WANL\ACCDN_HAQB^H@IPDLXUNNHPHBATBTSUBYFWEAE[YJLYPIWKHTFCMZKVMB^[Z^DOBRVVMOSPFHNSYXVDIE@X\BUC@GTSX@DL^GKFFHQCCE\G[JJBMYDYIJCZM@AY]GNGPJD]YNNW\GSX^GSCKHA[]@CCB\[@LATPD\L@J\\PF]VR[QPJN Date: Sat, 09 Mar 2002 06:36:51 GMT MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit