nkraptor

nkraptor

Joined Member # 2993103
2 Posts 9 Replies 157 Reputation

I dislike how spells are tied to almost entirely to shards. Meaning the "free" amount you get is generally never very good, and you need many shards to make the spell potent. It ties too close the size of your empire is the strength of your spellcasters. On top of that, there appear to be two game creation options which affect spells. One being the obvious, choice to affect how strong magic is, but then the "Resources" option, if it affects amoun

22 Replies 8,138 Views

Fire is probably the easiest class of spells to become immune to, so I don't throw much weight on the power of fire. I've gotten to the point the only good spells in my opinion are buffs and debuffs. Physical "spells", such as sweep, maul, double strike, etc., always seem to out perform their real spell counterpart. Another thing with fireball, I believe it has a channel time correct? They also felt it wise to give every champi

15 Replies 8,014 Views

You bring a caster just for the heck of it. Question is, you have a stack of doom right, imagine 2 stacks of doom fighting each other. Normally I use a physical hero, the traits I go for are obvious ones, but then specifically things like move, initiative, impatient is a biggy +10 first turn. Reason for this is because of the move sweep, the one that lets you do damage around you. I also use a pike on my main hero for the defense reduction. With

15 Replies 8,014 Views

Has anybody else been curious how the game would play if the army mechanics were along the lines of Heroes of Might and Magic? What I mean by this is regular units require a leader to group up and move out of cities, but you can only have 1 leader per army. Leaving of course, your leader to be in the actual battle and not say HoMM3. Every game I have played so far, even on medium map size, I have gotten to the gildar per turn point that I can just have eno

1 Replies 1,941 Views

Since its about spells I'm going to just go ahead and throw my thoughts in this thread and hope they get read. Right now my biggest problem with spell mechanics is that is entirely based on the size of your empire/kingdom. What makes a spellcaster better? 1. Shard control 2. Total mana regen 3. Leveling up? Sort of? The first two are obvious, almost every spell has a (+# per shard!) on it. As well as you can have TOO many spellcasters, leadi

15 Replies 8,014 Views

I feel like i must be failing with search keywords not being able to find a topic about this, but is there any way to reveal the whole map? I was experimenting with higher difficulty setting AI's, and I just had a game where on turn 21 the kingdom report said my neighbor had a net income of 50.4 . Which is pretty crazy to have by turn 21. Wondering if the map just spawned him next to 10 gold mines, or if higher difficulty just gives over the top bonuses to computers.

2 Replies 2,988 Views

Diplomacy seems to be focused for games with many factions. Having played a few games with only 2 or 3 total players, it honestly offers very little. Add to this if the game is a 1 on 1 with real players, they probably will have no intention of having relations, since they know who they have to kill to win. Outside of a very few technologies, it basically lowers the game down to just 4 tech branches. I don't know if small games (2 or 3 players) just isn't a big

137 Replies 481,352 Views

Since everybody is using the same mechanics, it's not an advantage to any player. That being said, I enjoy both grids, and am I get to play both based on what games choose. I would be as unhappy if all games changed to hex as I would be if all games changed to squares. As for the strategy games like Fire Emblem and such, I think most that I've played have used squares, instead of hexes. However, off the top of my head I also think most of those only le

66 Replies 196,371 Views

They seem to go beyond being a "minor" race by giving them some of these abilities. If a city can rebel after capture, just stationing troops there shouldn't permanently lock it down. They should still actually rebel randomly, and a fight happens, and if your troops there quell it so be it. Instead of static equipment so you know what to prepare for, it could also be based on the wealth of your cities. If you've got tons of money, metal, tools, or weapons floating ar

63 Replies 223,948 Views

I as well have been bugged by the spellbook, but was never quiet sure if it was just a personal peeve thing and not an issue for others. If they are seriously in love with their current layout, they could leave as is but maybe set it as the default or "basic" layout, and allow users a more streamlined format. These are my personal problems, and maybe a few suggestions, with the spellbook. A few of these are tiny gripes that won't make me rag

9 Replies 11,342 Views

I'm not a fan how close Huge and Large ships appear in the combat viewer, and after looking around the best info I could find on it was ships are scaled to the size hull it is (Huge, Large, Medium, etc.), is there any way to increase the size that a Huge hull is scaled to?

2 Replies 4,380 Views

After a long break I've been playing again, and I noticed the feature planetary govenor which I hadn't seen before. It's nice except for this particular problem i'm having. I'm wanting to make a layout that has 2 factories and then an assortment of other buildings. This works fine, as long as i dont research a higher level of factories. What ends up happening is ill get a higher factory tech, and upgrade them on the planet, then when i open up more til

0 Replies 2,632 Views

After a long break I recently bought the entrenchment expansion and have noticed something i don't remember happening before, the AI seems to devote very little of its fleet logistics to capital ships. Using the end game graphs, the computer had the same fleet size researched, as well as max number of capital ships, but consistantly game to game, it only uses between 1/2 to 3/4 of its max capital ship slots. Considering a lot of the capital ship's abilities only g

5 Replies 10,992 Views

Trying to get game working on my new computer, i have the gold edition cd's and twilight of the arnor cd's. First off, trying to install with cd's. Auto run on dark avatar will not work, immediatly gives a critical error. Work around i just explore the cd and go to setup, and it installs. Which opens up the real problems. Desktop shortcut to orignal gal civ 2 works, but one to dark avatar tells me to put in my cd and run setup or download off of stardo

0 Replies 1,642 Views

It was my understanding, you just had to get to advanced on a race and you would periodically steal techs, even if you no longer used spies. Now though, i've had 2 occasions where i put a bunch of spies on a races research labs, and i stole a tech from with only a "medium" espionage level. Has this been changed in TA? 2nd question is a little more complicated. If my race has a bonus to social production, will that basically also mean i have a military bonus if the social production i

1 Replies 2,655 Views

I couldn't figure out how to do this within the game, so i figured next best place would be the mod section. How would i go about making a game with teams? Just as an example say 4v4 or something? I see you can set AI to be on your own team before the game starts, but i can not see how to set up a separate team of AI. If it requires changing files or something, all the help or pointing where to go is appreciated, as i really have no idea how to mod anything in the game. Anot

1 Replies 2,306 Views

Sorry, this forum seems to pick and choose when to nuke my paragraphs. Let me try copy and pasting and hitting enter a lot..sorry if it just makes the same thing happen again :/ In an attempt to make computers a more worthy foe (i hate games where i can win without losing a single ship), has anybody tried reducing maintenance on ships orbiting planets? They seem to lack the human ability to decide which planets are worth leaving ships to defend, and which aren't,

1 Replies 2,536 Views

In an attempt to make computers a more worthy foe (i hate games where i can win without losing a single ship), has anybody tried reducing maintenance on ships orbiting planets? They seem to lack the human ability to decide which planets are worth leaving ships to defend, and which aren't, therefore causing a lot of ships that are tied up. As far as the logic of it, it seems if a ship is sitting next to a planet, its easier to supply and maintain than a ship several parsecs away would be.

1 Replies 2,536 Views

I'm not sure if this should go in general or here, so sorry if this isn't right. What does the acrean special ability mean that you get first strike? I thought I knew, but then i noticed sometimes my battleships would kill the enemy fleet in 1 volley, but the enemy still would get 1 round of shots back. Along these same lines, the aggressive manipulation module says it gives you 20% bonus attack on first round if you attack, or at least along those lines. Does this mean if an enemy f

2 Replies 3,001 Views

This suggestion is one to try and make smaller sized hulls have more value so ill make a new post. Once your loading doom rays and other such technologies, the cost of a ship is primarily based on components you put in. This essentially makes small/medium etc. hulls not worth it as you get much less base hit points and save in most cases, very little money. One suggestion to try and make these smaller ships more useful, is once they are "outdated", ie. you learn a higher hull, th

382 Replies 106,036 Views

I worry when threads hit 14 pages long that maybe it's no longer being read, but ill chance it :P In Beta 5 and the addition of computer building ship designs for it, it would be nice if there is an option to have shipyards treat it as an "upgrade". In other words, will automatically move to the newly created computer design. Currently it is not too terrible to accomplish this manually, by just using the colony shipyard window and tell them to just go from old -> new. This

382 Replies 106,036 Views

Interesting, i hit enter to make paragraphs, but it seem's once i posted the reply it nuked them and it just went into one big paragraph. Do you have to do something special to get returns to work? Or was this a fluke?

4 Replies 2,628 Views

With the change back to weaponless ships using no maintenance, I've had two games in a row now where a computer puts small defender ships with zero weapons on all of his planets. While this is a good tactic to stop a spore ship from just flying in and nailing your planets, the production time it put into it made it easy pickings. My original plan wasn't to go for them, but I couldn't resist when all i saw were planets with a token ship in orbit. I play with tech trading turned off to help pre

4 Replies 2,628 Views