What is up with towers? They miss every single shot if the enemy just barely moves. I don’t think my towers killed a single enemy before being taken down. Meanwhile the hunters hit great. What is the point of having an expensive, raised defensive position if it doesn’t do anything? Like a single hunter will do more to defend the town than two guards in a tower, for a fraction of the cost.
Yeah I really think towers are a bit under-powered atm, at least compared to other options (just using a bunch of hunters (which cost you nothing), or archers on foot). The tower accuracy needs to be improved again (I think they used to be a lot more useful and accurate several patches ago, and they got nerfed pretty bad)?
You need the tech tree upgrades, crossbows and Eye of the Hunter in the Temple to make a difference, although crossbows are slower so you need multiple towers across the route of march. I use doubled walls and three towers on both sides with my soldiers behind the towers, not in front. If you build a road to where the raiders spawn they’ll follow that road instead of going cross country.
Using all of the suggestions that @kendy4thestate suggests plus bottlenecks and tempting gaps in defence to lure raiders into kill zones and plus some elevation etc then with a lot of effort victories can be acheived with just archers in towers and forts
This flawless victory against 600 plus raiders was at Vanquisher and I did not use any Infantry or cavalry. Keep the archers in forts and towers where although less effective they never run out of ammo.
I just played with a Military Monument, 3rd time I’ve done so, no effect on the game so I’ll never build another one.
Did you click on the monument to trigger raids?
No and I’m not going to.
The Research building also has no effect if you choose not to staff it lol
Mine is fully staffed, the counter top left is green, I have more paper than I know what to do with and it still takes up to 15 or more turns to make an advance, I buy knowledge faster than I can produce it.
You just totally missed my point there.
You the military monument has “no effect”, then told us you refuse to use it.
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You called my bluff, I was hoping for a passive effect but there is none. Turn 88, raid year, thank eff I saved the game, I defeated an army of 370+ in the field with almost no casualties then to satisfy my (your) curiosity ‘taunted’ the enemy, ended up with two extra armies of 300 or more (over 600 in total) which destroyed my entire western flank, over ran my city and nearly extinguished my Town Centre before the defenders and the remnants of my army, and I was replacing soldiers in the barracks fast, managed to drive the invaders away.
I play this as a city builder, not a military bastion, so again, I will not build the military monument.
As for the economic monument, when a trader comes with a ‘special’ deal they only pay top dollar for a limited amount of goods. For example, I had 500 herbs in my Trading Centre but the trader only bought 47, I couldn’t sell any more. What good is that? The extra storage, I see that as a passive effect, welcome but not necessary.
I agree with your point on the special deal. I’d rather have the normal deal, as by the time I have the economic monument I can sell a lot of goods, and can make more gold on the larger volume of the regular deal. The special deal is a nice concept, but too restricted in my experience
‘… before your settlement is overrun and carnage ensues?’
More proof that Crate is not satisfied until they have destroyed everything we’ve built.
This game is an exercise in abject futility.
Remember how incredibly successful Plants vs. Zombies’ Survival Endless mode was? What was the goal of that mode other than overrun the map with zombies?
Just because you disliked that mode (taunt raider) doesn’t mean others absolutely don’t love it. FF has many players with diverse goals. Some like to maximize their population (22,000), some prefer personalized building strategies, and of course, there are those who love defeating powerful enemies. Respecting other players’ individual preferences is basic courtesy.
For a game where tower defense is a major component of the game’s design Fartherst Frontier offers very little in terms of tools to defend your city though. You got walls and towers, and that’s it… Walls that troops can’t stand on top of and pathetic towers that can’t hit anything. Your available strategies basically only consist of microing the shit out of every little villager on 1/2 speed and cheesing the AI. Kinda sad.
Did you know that if you move a guard out of a tower you can’t move it back inside? And why can’t I move an archer inside? Oh and if the tower is destroyed the guard just has his weapons despawn. This game is so inconsistent, it’s crazy.
Towers are just a bit of extra damage while you have your Soldiers tank raiders, which will mean they will hit. You have to get on to getting soldiers early in Vanquisher
FF offers a very powerful tool that few games possess: terrain leveling. If used skillfully, you can raise or lower the terrain, even create smooth, gentle slopes. This tool allows you to create a long strip of land resembling a city wall, and you can place archers on it.
The AI in all games is created by the developers. There will always be players with superior skills compared to the developers, and furthermore, player skills are constantly improving, so it’s inevitable that AI will eventually be surpassed. Whether you consider it skill or trickery is a matter of personal opinion, but don’t be too demanding because all games are like that; it’s just a matter of whether you know it or not. If there’s one major limitation of FF, it’s the lack of a multiplayer mode.
What you’re saying is just theory; in reality, it’s not that simple. Even if you control each villager individually or keep the control at 1/2, if you don’t master the basics, you can’t maximize your potential.
You can download this save file, mobilize all adult villagers into your army, and see if you can implement what you described above to win.
Why would you send guards out of the watchtower when their main task is to stand there (providing superior visibility) to observe for any dangers, give early warnings, and potentially assist in eliminating weaker enemies? Therefore, once you’ve sent guards out of the watchtower, you need to wait a period of time for them to return to the tower on their own. This is a reasonable “punishment.” Alternatively, if you don’t want this and prefer a better defense, why not build a fortress?
Regarding whether the watchtower misses its target, you need to carefully check what type of enemy the watchtower is targeting. If it’s Heavy Cavalry, or Invader Champion, they have a 95% chance of dodging arrows. Are you sure your watchtower isn’t targeting units with a high arrow dodge rate?
Overusing watchtowers as your primary source of damage is a serious mistake. Archers deal significantly more damage.
Archer (+crossbow) 46.8/2.2s @ 75m (armor penetration) +20% vs Infantry
Battlement Tower (level 3 watchtower) 40/2.5s @ 75m
For a long time now, I’ve removed watchtowers and placed archers on higher ground to create a large source of damage against infantry.
