There's generally 2 strategy: 1) To build up normally, you want to aim for a balance of expansion and mob clearance. Mob clearance is particularly important, because it'll allow you to expand without getting your cities wrecked by monsters. Note that mob clearance also means learning how to control your ZOC so that it doesn't disturb powerful lairs (build your cities enough distance away from hard lairs to account for growth, AND don't build ZOC improvements, use manua
Kalin
I just had this spawn in my last game, and Tarth took it real quick. Since then, Kraxis and Tarth have been fighting over it, exchanging hands many times... and my game hasn't hung at all (some 200 turns now...). No idea what would happen if I take it over, but it seems like the AI doesn't have a problem with it.
IMO, it's not the AI, it's the game. If your primary army is crushed and the AI is marching on your cities, you'll also find it very hard to 'recover' as well (crank up the difficulty and you'll see). This is doubly so since all the other factions will pile on the weaker of the two. The game just doesn't have a mechanic for you to recover from a devastating loss (losing your stack of doom). Once you hit that tipping point, it's game over.
Trog's berserk is actually quite amazing on trained troops. If you're using all Jugs/champs, it's not too great, but berserk x 7 on archers and normal troops can do amazing things. This is especially clear when you try to take/defend Trog cities. Krax's fortify is quite frankly, broken. If you combine it with proper unit design and a player that knows how to use it, that is. Tarth's small army can be devastating even late game. Try using 3 units of impulsiv
Arena of Slakhanan, the epic quest where you fight through multiple waves of enemies for the Heartseeker and Doom Maul gets spawned multiple times, this is especially noticeable on larger maps (I've seen up to 5). However once you go into one, all the other arenas disappears. It's not the most damaging bug, but it does remove the opportunity for other quests to spawn. Can provide pics/save if needed, but this is extremely easy to reproduce (I've seen it in all my large map
I'm with the camp that thinks having unbalanced heroes makes the game more interesting. Hell, I'd love it if heroes comes with some injuries and a few negative traits just to make them feel a bit more unique (and would give those potions that heal injury some use). That way you'd actually consider if you want a hero or not instead of just buying up everyone you can afford. Balance it out via cost, with the really good ones costing premium, and the slightly crippled ones more affor
It's not just weapons, but everything. There's an armor that has a 857 value if I remember correctly. Unless they want items whose sole purpose is to be sold (like those guiding weapons) then they do need to do a pass at the value of items in general.
It's not that bad... if you want the trait, just edit the scout for it and change equips/traits.
Haven't noticed much difference aside from a few graphical glitches... then again my comp is a bit of a monster and never had a problem in 1.00 either, so... yeah.
I don't see how using healing items is something bad (isn't that the point of them in the first place?), but if it's so bad, then do it like most games who don't want people to just jug pots, make it a buff that slowly heals over time instead. Now... if you really think THAT was OP.... what would you call this?
Try turning up the world difficulty if you think dragons are too easy.
I see this at the edge of towns (high level with all zoc bonuses), the zoc of the town seems to terraforms the land and make it buildable... but I don't remember outposts doing this.
Dear lord, please no to banker. That would be so op. As if Treasury Vault wasn't bad enough as is.
I think bows are fine, and there's a rare special bow that is VERY GOOD for your champs. The only thing I would want on them would be an accuracy bonus... mainly because I think that would fit them best. Bow techs, on the other hand, I could see improvement for, the cost of research is a bit rough just for one item. A simple solution would be to move them all down one tier (reducing cost at the same time), or perhaps allow them to upgrade defender's bows (to make the tech more
I don't mind them doing a map pack at all, but it really shouldn't be used as a gauge for (good) DLC interest because the two just isn't the same.
[quote who="Frogboy" reply="100" id="3270997"] Map packs don't require as many resources to create. You can use its sales to judge the general interest in DLC. [/quote] I can understand the goal, but I don't think you'll be able to accurately judge general interest in DLC with maps pack because, as I mentioned earlier, the randomized nature of maps makes a more interesting game overall. Besides, don't we have mod tools to make custom maps anyways? I&#
If the defender shows up in battle, I'm pretty sure he gives it to the militia as well as normal units. Then again, it's been forever since I've defended a city.
Yeah, the argument for light plate is less convincing than masterwork chain. It's a matter of preference really. I usually pick it because you get stuck with it for quite some time (the last armors are very late on the tree), so it's just better to have a more reliable set of armor in between (not as good against cutting, but better against the other 2 types). I also only use a couple of pieces of armor at a time (due to init penalties) so the weight isn't as much of a problem.</p
You know... normally I'd take comments about my creativity with much glee, but I'm afraid I have to admit that it takes ABSOLUTELY NO CREATIVITY WHATSOEVER to not be threaten by monsters when playing Tarth, or to cast monoliths everywhere when playing Pariden, or to stack henchmens when playing Altar. I can't claim any credit on those creativity. If there's any involve, you might want to direct it to the people who DESIGNED THOSE factions... which... oh, hey, it's Stardock
I'll grab the map pack since you guys gave me the game for free, but I honestly hope for something a bit more in a DLC, because the randomized nature of maps is what I feel make the game more interesting than hand crafted ones (even if they are good and LARGE - please at least be large) where you'll basically know the landscape before hand. I honestly don't think you'll be able to get a lot of sales for map packs except for the "just to support" types like me. My ideal
[quote who="Valentine82" reply="11" id="3270344"] I have, all empires are nearly identical to one another, all kingdoms are nearly identical to one another, the differences are minor at best. At least in Total War similar kingdoms have different starting locations. Sure a single unit difference may exist late into the game, but that they're still practically identical. [/quote] Wait, wait... are you really serious? Are you SERIOUSLY saying that Tarth
I do this for a lot of my custom factions. Because champion gear is essentially plate on crack anyways. If I want plate, I'd research that, if I want masterwork chain I'd research that. It gives you choice on what you want to end up with. If I mix the two, I get resist to both.
Visual similarity isn't something strategy players really care about. Sure, it's nice... but the play style is often considered much more important. If you seriously think they play the same, I don't think you've actually played the game much. Altar raising henchmens vs Yithril pumping Jugs... Pariden full of scrying pools & monoliths vs Resoln's shard beasts... Magnar capturing slaves and sacrificing them... Tarth running roughshod all over the map. I'm not sure h
If you mean what happens when you select an item that you haven't equipped, red numbers means that it would go down if you equip that new item, and green numbers means that it would go up...
I think they should probably just rework backswing. It just has too selective of a use (Mauling Jugs, Broken Spirit sovereigns), in most situations, accuracy is too easy to get (you get a ton from just building from a fortress, and you gain it naturally leveling), and there is often not enough dodge (unless you are building specifically for it - which the AI doesn't) to make backswing truly worthwhile. If it was me, I would just make it so that axe always swing twice and then have a sligh