Basically I have way too much mana and I'm having far too much fun casting Earthquake every turn. Unfortunately my gleeful destruction comes to a sudden and abrupt end because every now and then it will cause a hang. I had a look in the debug.err file to see if there were any messages (like, Debug: planetary destruction commencing) but at the end it just says: Debug Message: Spell cast: Earthquake at 49, 54 by Cuessa (unitID 257). It's virtually the
RemingtonRyder
Ablative pioneer armour, I like the sound of that.
I think they could do with some sort of defensive trait, like maybe a better Dodge bonus. When compared to Earth Elementals or Shrills they are quite easy to deal with, just a few groups of archers on the back row can do the job, melee troops run all that way for nothing.
The more fortresses you have, the more towns you need to support the unit wages, since you're effectively doubling (or tripling) the rate at which you can train new units. I have three in my current game and for a while there I was really struggling to crank enough Gildar to keep up with the wage bill. But it was worth having them because I had two 'here have more monsters lol' events and needed the unit-producing capacity.
It should definitely not factor in 'When Defending' defence, just the base defence.
never mind, already answered [e digicons]o_O[/e]
Yeah. What would improve things is, for example, if you have a Bell Tower selected, it shows you what your projected production and research values will be after it's built, not just how much unrest it reduces. Smelters, Shard Shrines, and the like should indicate whether they're being built outside the city walls. I don't build any of those up unless I really need them and I can protect them, 'cause otherwise it's wasted production. Gildar-prod
I'll settle for an X/3/2 tile for my fortress, if there's nothing better spotted. Thing is, I may find a better site for a fortress later. Essence does goes you an incredible leg up early on. Propaganda and Meditation give you a pretty good stream of gildar and mana in a city with a greater essence yield. But even just having an extra enchantment slot open for Inspiration will make a massive difference to your early-game research rate. If you're <
I'm not wild about having them running around adventuring either, but it's the simplest solution I could think of. So I tested out altering the level requirement. Bumped it to level 5. Seems to work fine, apart from the downside of losing a trait choice at level 5 if you didn't want Governor. It's actually possible to be a complete rebel and avoid the 'Path of...' trait choices this way, though they each have some pretty good bonuses so I do
The thing to realise about Governor is that they don't need to be parked all the time. Once a city has hit its food cap and built unrest-reducing buildings, it's time for them to move on. So they're relatively free to: Clear out nearby lairs for XP Go to the front line and fight a battle or two Station in a newly-settled town and speed up the production (by reducing unrest) and growth there. Park their behinds on a pew in th
The ability to mod it to your heart's content is a big selling point. I hit Ctrl-N about a dozen times just to start with a custom champion that I'd made. ;) And of course you don't have to just do that for sentimental reasons. You can just add a bit of variety to what's already there and not necessarily have a level 1 champion with a freaking greatsword right off the bat. [e digicons]
XML is generally quite well-defined. If you take a look at the entries for core weapons, races and so on it isn't too difficult to see what you need to do. You can add new stuff in a modular fashion, meaning you don't have to add one item to the original file and drop it into the mods folder, you can just do the one or two items and see if they work. You can also further customise your custom factions just by lifting tags from the existing raceconfig and adding the
Yes. When you're on a large map and you've been busy making the natives kneel before their true god, you can be cranking +50 mana a season, and that's without Immortal Codex (I really need to remember to research that!) and temples. It gets better, because your seasoned mage champions have the -10% mana cost on tactical spells from the Attuned trait, on top of the -25% they get for being on Path of the Mage, and then there's -40% from Mantle of Oceans if you can
Bear in mind though that the power rating may not reflect your actual capability to destroy enemy armies. If you have a glut of mana saved up and cities built up to shards (manual placement for the win!) then you have various options for dealing with them. From the simple Freeze/tremor spells which buy you time, to Pillar of Flame, Tidal Wave (if you're near water) or if you just have ridiculous amounts of mana and don't care about all the XP you'll lose, there's
You realise of course that islands will make Tidal Wave spell really popular. :P
Maybe instead of taking over an enemy city, it should just put it into revolt, hostile to everyone. Since you still have to capture it to make it yours, the influence cost to do that would be a lot less.
I think one of the reasons why the champions are up and mobile is because otherwise Magnar and his rushed slaves would make short work of the early game.
Okay well, think of it this way, I can deliberately farm those wounded heroes for XP and inflict more injuries on them. The AI can't do that, at least not on purpose. So if you want to make the game more challenging, take away that cheese. :P
It's really funny watching the monsters camp the AI player as they wander by one group at a time. I almost felt bad for a group of cave bears when a catapult put an end to their reign of terror. I said almost! :P
Influence is relatively easy to come by. Capture Prestigious Locations and build Monuments on them. Or, take the Legacy of Serrane trait and earn Influence every time your caravans complete a trade route.
Light plate is more expensive than chainmail. The advantage is it offers a greater general defence than chainmail, though not as much as full plate. The upgrade cost is for all the units in a group. For magical items I assume that the crystal is needed to do the magical enchantment. Basically you need to plant your settlements on the best sites possible. You can get away with a low-Material site if you're building a Conclave, because you will tend to buil
I just want them to stop popping up out of their hospital bed and going 'Haha! Flame Dart!' shortly before my archers put another arrow in their knee. Also I feel bad fighting a bunch of cripples. :P
You advance to the next city and there are the same champions that you fought, still recovering from their injuries, and they still get to fight. It's basically a recipe for the AI champions to rack up a horrific number of injuries. Instead of being sent to the closest friendly city when they get splatted, there should be a minimum safe distance check or something. The next city over the hill is not safe. :P
Dun dun duuuuunn! Yeah, okay that wasn't quite as funny as I thought it was going to be. Here's a thought. What if you didn't have to manually rename your units after receiving an upgrade? I sometimes find myself thinking, you know, is this older unit here as good as this newer unit here? Without basically lining them up side by side to compare their stats, I just don't know. But if there were subtle hints in the unit name then that migh
[quote who="Uvah" reply="11" id="3286780"]Marvin's stash! [/quote] Damn it. I keep moving it but you guys keep sending robots to try and find it. :P