RemingtonRyder

RemingtonRyder

Joined Last seen Member # 2197899
49 Posts 680 Replies 29,808 Reputation

Confirmed, the scroll description differs from the spell description which simply states: "All units flee from the battlefield." If they do the same thing, then the scroll should inherit the spell's description. Saves having to update when you have an item that does a spell effect.

1 Replies 2,222 Views

It's Clark Kent! :D Tell you what, since nobody's taken note of this I'm going to see if I can duplicate the bug (shouldn't be too hard) and fix it with your file. Then at least we can say that it's not an isolated problem. :P Right, here's the bug on my screenshot: Here's the bug fixed with the file from above: <img src="http://www.omnilot

5 Replies 7,166 Views

So that it's possible to re-import typo corrections and other fixes between versions, you mean?

4 Replies 9,025 Views

Also, get the Trading tech to link your cities up, or if you're playing Capitar use pioneers to build roads. Especially over rivers and through forests. Just beware that roads outside your influence can be used by enemies and sometimes, bizarrely, monsters. [e digicons]o_O[/e] Yeah, I know. Wolves travelling faster along roads, it's crazy.

12 Replies 9,235 Views

It would be nice to be able to switch between weapons without hopping into the equip screen. Though when I think about it, there's not always much reason to, unless you want to switch to a spear to avoid counterattacks.

5 Replies 3,018 Views

Actually there is a good reason to not give mounts to every unit. If you're training units purely for extra city garrison (cannon fodder troops) you don't need to give them mounts. You may end up disbanding them anyway so why waste resources on them?

42 Replies 31,379 Views

Of course, on the faction power graph it's usually easy to see where the eventual leader started to win. It's where their faction power begins to rocket up really quickly. The reason why this happens is because they've cleared enough land to settle more cities, they have enough gildar to rush buildings, they've conquered cities and the unrest from occupation has finally gone down the a level that makes them useful as unit-producers or research-producers to the expa

27 Replies 38,135 Views

I tend to disagree that the person working on the AI needs to be especially good at playing the game. They should have played a variety of games and know all the various cheese tactics, but not necessarily play that way all the time. Rather, they should play in a way that can be mimicked by an AI. It's a lot easier to implement an algorithm that plays a particular strategy when you've been inside it, walked through each step. Once the AI has these strategies

27 Replies 38,135 Views

Well you're not wrong about the combination of those talents being rare, or that someone with those talents could go in so many directions. But circumstances often dictate where people end up, or don't end up as the case may be. It's not always about how much money is available for doing some other job. I would actually love to design game AIs but I'm not qualified to do so. Besides, nothing is worse for game sales than lots of customers complaining t

27 Replies 38,135 Views

[quote who="SOLOSOL" reply="2" id="3293998"]Finally, the ultimate way in unrest-control tactics: raze the ****** city! (after a 5 turns cooldown, don't ask me why) [/quote] It's because it takes five turns for your Serpent Guards to carry your heavy-ass sarcophagus out of the city before they start burning the place down. ;)

9 Replies 6,024 Views

I've actually taken a liking to duelling one opponent on a large map. It virtually guarantees that they will be a huge empire by the time I actually find them. I'm more than 500 turns in on my current game and have no clue how they're doing, aside from they haven't been ripped apart by monsters yet. And I have a dragon, woohoo. ;)

22 Replies 30,808 Views

Well, you can definitely mod that in. Might still get some random choices to fill out the five available slots, but your tree traits will definitely be on there.

46 Replies 123,873 Views

Rather than building lots of Studies to get my research off to a flying start, I tend to instead go for the Inspiration enchantment. It's only +1 research, but for early cities that's a big boost, and it frees them up to get pioneers out there, crank some early military, and so on. And for each new settlement that has at least 1 essence, Iu can cram another one of those in there. Granted, I'm still getting the usual reductions due to Unrest. But it's

22 Replies 30,808 Views

In the early game Haste is a boon, and it is dead cheap. Later on though, as you have more units in an army, it's not so useful because your units are mounted, with bonus moves at the start, they're impulsive, they're in larger groups, and as a result many engagements barely last a couple of rounds because your units make more of an impact in their first move than they did in five rounds in the early game. So in that situation I might Slow the enemy down, but there&#39

14 Replies 7,262 Views

Well if you set it too high then you're back to the situation where you'd rather cast haste and waste a turn in tactical combat than bleed mana through the nose. Haste is only 5 mana a pop, you know, even if it does grant a smaller bonus.

14 Replies 7,262 Views

Whether it's draining mana every turn, or just every time you cast it, makes no real difference. However, as a buff it is much easier to see where your mana is going. There's also the fact that there is no provision for casting the same spell repeatedly. It's open spell book, cast spell, spell is cast, repeat until mouse hand is sore. :P The main reason why I find the original Celerity to be overpowered is because of the permanence of the effect.

14 Replies 7,262 Views

Well actually, GalCiv 2 does like to throw a spanner in the works now and then. But yeah, it is an intrinsic fault of the genre. When you hit all the four Xs you cement your position at the top of the leaderboard and nothing can touch you. It is true that the AI could play better, but realistically in order to do that we need to pattern more human-style strategies in the AI. We have to let it take calculated risks, even if they fail. I'll give you an exam

27 Replies 38,135 Views

So it takes a while for it to cost the same as the original spell cast six times, it is impossible to predict how long such a spell will be maintained in an average game, so I set the maintenance at a reasonable value, but not as cheap as some of the other buffs that are just 1 mana a turn.

14 Replies 7,262 Views

You need to specify the champion's level using the bottom arrow buttons on the control panel that pops up. Spawn rating only controls what bracket they're in for the purposes of research and unlocking them.

4 Replies 9,887 Views

It still costs 250 mana to cast as before, but it gives you 6 points in Initiative, not 1. You need some sort of up-front cost otherwise you could cast it right before battle and then dispel it before the maintenance kicks in. The real advantage is that you go into battle with it already on, as opposed to Haste which must be cast on the tactical map. So if you like you can make your first move something other than Haste self.

14 Replies 7,262 Views

Like the mod. It's definitely made the game a little bit more interesting, after a while the vanilla tile yields seem a bit predictably underwhelming.

73 Replies 260,882 Views