Kalin

Kalin

Joined Member # 2423659
17 Posts 971 Replies 10,700 Reputation

[quote who="geniusisme" reply="14" id="3532300"] Galor actually makes more mana from shards and his spells costs less mana, and those skills are at the root of the skill tree. He is ok, except for clairvoyance thing, which doesn't play well as a core mechanic. [/quote] ... and that's the problem, they are only there... and it's not enough to make a noticeable difference. So you build on it and spread that on to the weakest tree. That way, someone who s

16 Replies 125,602 Views

Aren't we over thinking this a bit? I mean, I love some of the ideas being thrown around, but the fundamental problem with the Wizard atm is really just a lack of mana to fuel his spells. So he ends up feeling like just your average guy instead. If it was me, I'd just give the wizard some extra mana for every shard, then make each clairvoyance pick also reduce the mana cost of spells by 1... call it magic mastery or something. That way, he doesn't just cast more spells, bu

16 Replies 125,602 Views

[quote who="mqpiffle" reply="4" id="3513902"] Just give two extra logistics at the beginning of the game. [/quote] Again, the suggestion is not about the logistic cost at the beginning of the game. The point is to make building outpost as defense viable. The reason the capitol gets 2 is simply a compromise between each city getting 1 free outpost support (which seems a bit too little) and 2 free outpost support (too many). Just giving out some free logistic ha

9 Replies 13,577 Views

Just had this inspiration while playing around... As an addendum to #2, if implemented, it would be awesome if you then sprinkle some extra outpost support into the Guardian skill tree (like divine favor in the Priestess'). This could give the Guardian a tower defense-esque aspect to her game play, as it would synergize particularly well with her geoscaping abilities. Basically, instead of raising mountains to seal yourself off (kind of bad given the time limit aspe

9 Replies 13,577 Views

For the 2nd change, it's not about the logistic cost at the start, but rather its a compromise between being able to build outposts for defense or not. The reason outposts cost logistic now was because earlier people could spam a ton of them to take down a lot of your enemies and became a bit cheesy. Them costing logistic has made that almost impossible. Having some free outpost supports and making extras cost logistic allows you to build SOME for defense and makes sure you put those to g

9 Replies 13,577 Views

Just had a chance to watch the twitch stream replay (dec17) where Brad was talking about possible changes to outposts usage of logistics, so I just wanted to throw this out there: 1. Have resource improvement not cost logistics. I agree with Brad, intentionally not building on resources seems a bit odd (given that you probably want every bit of advantage you can get against the SK). Sure, it's a choice, but it really just makes lesser resources seems insignificant (

9 Replies 13,577 Views

IMO, it looks like you guys might have went a bit overboard with sharpening filters... Certainly on some things (that deserves focus like units/buildings), it does look better. But on other things, like trees and ground, it doesn't seem that great (and I'm not sure they deserve the detail). I much prefer the blurry lush green trees of FE to the super sharp forest of LH especially when it's right next to the fallen trees. The two just looks strangely out of place. I think t

33 Replies 125,937 Views

I've noticed this for a while now as well... The problem is that the AITag for Logging Camp, Lumber Yard, and Timber mill, refers to a legacy resource (Materials) which is no longer used (so the AI doesn't build it). Simply changing this to "workshop" (and increasing it's AIPriority a bit) will fix this behavior.

2 Replies 2,886 Views

I've tried both resource cost and high population (enough for it to matter) for pioneers before, and as I've explained way back when, there's 2 problems with making "costly" pioneers: a. it kills the outpost mechanic (as someone mentioned). An expensive pioneer (regardless of how you make them "expensive") basically means you almost never want to use them for an outpost (unless absolutely necessary - and often only when you can't settle anymore). The AI, however, will

82 Replies 257,336 Views

Always 2. Basically when a unit with poison vial hits something, it poisons the enemy unit, that enemy then suffers 2 damage per turn (unless it has resistances). It is a bit weak, and only useful on super weak throwaway units to get poison on your enemy.

1 Replies 4,611 Views

I never said that, I just said that magic isn't a real solution to dodge stacking, nor is expecting accuracy trait on troops to be some magical fix. By the time the AI can get 40 mana per turn, the game would be in its final stages... dodge troops would have wiped the floor with them before that ever happen. The same is true for troop design (nevermind that the AI can't design its own units). If you expect them to suddenly rush a defense once an army arrives at their doorstep,

84 Replies 262,334 Views

I'm not sure what you expect me to say? If you want the AI to devote all their time to working on accuracy, all that will happen is that the player will ignore dodge (because it becomes meaningless). If you want them to dynamically assess such need, then it becomes a preparatory problem, where they don't have enough time to react and field a counter (by the time the threat arrives, it'll often be too late). This, of course, completely ignores the fact that the AI is incapable of r

84 Replies 262,334 Views

The game in that ss was on expert, normal pacing, medium map. After I mowed over my neighbor early (magnar with a ton of useless slave troops - couldn't hit me if they had 1000x my army) and absorbed his cities the game was effectively won. So I just went around and cleared the wildlands and allied everyone afterwards. It was just a quick test game anyway. Having said that, the dodge strategy has been known to work on even the highest difficulties (it's one of the ways you can

84 Replies 262,334 Views

I believe this is related to the item reward rarity spawning that Heavenfall mentioned elsewhere, it basically means that the rarity is read in and calculated too early in the process (before the mod folders are read). So you either have to do what Heavenfall suggests (create a duplicate to supplement the existing one), or mod it in the core files.

9 Replies 7,863 Views

[quote who="dihir" reply="72" id="3299326"] Meanwhile, level 23 on a trained unit built in an advanced fortress? You are playing later game than I am...[/quote] Not at all, I'm about 200 turns in on that screen shot (about 7 cities - just look at my shard count, that's with the 4 towers built), the reason I can level so fast is because I can take on ANYTHING. Mowing over a couple of the wildlands will do that easily (hence why I'm saying it's OP). Right afte

84 Replies 262,334 Views

There's no precise guide for the points because the points gets scaled with map setting and game pacing. The tech tree... is always shown in the tech screen. I'm not sure what else you could want from it? The buildings available is complicated because there are 4 different "sets" (outpost, town, fortress, conclave) of buildings. You can see most of them just by opening up the build menu on the appropriate type... Outposts has all the basic build

3 Replies 3,291 Views

I run 2 fortress (1 for troop - high mat/essence, 1 for unrest - high grain), towns on everything with 1 or less essence, conclave for everything else... The unrest fortress allows you to tax high without worry, the troop one is self explanatory. Prefered conclave yield is essence, then food over mat (you want it high level for the most research). Although this depends on the map size you play. If you're playing on really big maps with lots of cities, then mat might be bet

6 Replies 5,189 Views

Legacy of Serrane also gives influence (3) everytime your caravan finishes a trip too I believe. If you like setting up trade treaties, you can get quite a bit of influence (depending on map size and # of opponents) with that 1 point trait. Or you could just do quests from the quest maps in wanderlust (also 1 point), and eventually you'll get one of those quests that gives 40 influence as a reward. There's a lot of ways to get it, I don't know why people are compla

22 Replies 76,391 Views

Krax's blood gets you there the same time (both are 20 dodge), but you have to spend a turn fortifying and have to stay immobile in that tile to recieve the bonus. If you get knocked out of that tile (titan's breath or the like), or if you move out yourself, you lose the bonus (you tend to notice this when fighting archers). To be honest I was never a fan of Krax's blood either, but at the least you have to plan its uses tactically. With Wraith, you have the bonus all the time, so

84 Replies 262,334 Views