I'll probably end up disappointed, but they already got my money... *sigh*. Well, at least now there's a chance that I'll be pleasantly surprised.
Kalin
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
I wish someone would take FTL and combine it with XCOM game play... with some real persistent crew that you customize.... oh man, I'd literally throw money at that. If only someone would... *stares at Brad* ... XD
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.
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
Improvement requirements uses a tag by itself (not a prereq tag), something like this: My_Improvement
Use heroes. You're Altar, pump out henchmen army = win.
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.
There is a way to vary cost, but not via unit design. You could have a building that, when built, adds the trait in question to all units built, and raises their cost by 5%.
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,
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
Lucky actually isn't so bad by itself, it only becomes a problem when you get to 80+ dodge (that's the only time that it would rival wraith's blood). By then it's already too late. I fear you're just looking for something to blame when the real problem is staring you in the face.
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
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.
[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
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
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
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
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
2 spells: Protection from fire (random chance of appearing in the tech tree), and Nature's Cloak. Both will totally screw over Delin (and pretty much all other fire elementals). The same strategy works just as well on Vetrar (but with ice, of course).
Because it's not at impossible? Even if you can't find any monuments... getting a town to level 4 isn't hard at all... What are you talking about?
*sigh* ... 1 damage against gilden? My god, what do you equip your troops with, daggers? (You realize you can upgrade weapons, right?) I'm just going to go out on a limb and say please try it before you talk, because it's quite frankly a bit embarrassing to be arguing over this. The production costs of basic troops is quite low. Hell, if you take wealthy on your sovereign you could rush an army of them out by turn 20. Spiders also cost production along with a hefty amount of mana (the
Um... Lucky is a faction trait. Wraith is a race. You can make a custom wraith faction with lucky, without taking binding or cult of hundred eyes (both are pretty pointless now that the basic troops are so much better), and without the no armor penalty even. Gilden's blood trait is also very strong (hence why the AI is often very good with Gilden), but if you honestly think Ironeer troops are better than Wraith troops right now, then you obviously haven't tried the dodge build
This is probably due to the way these spells are casted, the "CastingUnit" is no longer the attacking unit (it's simply applying an effect and doesn't have a proper reference back to that unit). So you're getting some numbers that don't exist. Try something more simple, like 3 instead of using Calc.
You can't auto cast a spell unless you enter battle. So that option is out.