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Old 01-01-2012, 10:27 AM
impy impy is offline
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Join Date: Jan 2010
Posts: 142
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Quote:
Originally Posted by Fatt_Shade View Post
I see many ppl have problems with 1.6 red sands version, so my question is this : if 1.3 version works without problems, and i know it does i played red sands extreme on it why change to 1.6 ? What is new/better/improved in 1.6 that we didnt have in 1.3.
I guess it`s some bugs or another, but in general i had problems in 1.3 only with thing i tried to mod/change so i knew how to fix them.
So @tata1 try to find 1.3 red sands and then upgrade to extreme trust me it`s worth it.
Have fun ppl

Also try reading posts in this tread, there are some missing things (unit bonuses in items.txt , exp system file . . .) and check on 11th page 3rd post about giving hp% when units lvlup, not absolute number. You`ll have problems fighting stacks of 10k+ 1-2 units with 45 bonus hp.
There is no need to limit hit point gain in red sands extreme, although if you want to try out new units, strategies.. Red sands extreme still melts under good old 100% crit shooters army, admittedly it has always been overpowered strategy.
Army : hunters, goblins, catapults, paladins, goblin shamans. Cast target on paladins and destroy uncontrollable 5lvl units as priority. Just use Trigger as companion coupled with some crit boosting items. Most important are Iron of Krakulum+Jolly Roger. This way red sands extreme can be beaten no loss, no wanderer scrolls used (including Scrounger etc). It is so powerful I estimate even 500% increase on original red sands can be done no loss.
(you can also use hunters, elves, bowmen with arbator+quiver of dragon)
Happy new year
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