So I've made a fair amount of units, and while some are good some i've realized later i didn't build very well. Problem is i haven't found a way to permanently delete a unit i've made. retiring stops showing it to me for the single game, but the unit still shows up in later games (and the ai will start using them!) Is there a way to truly delete a unit design?
Stalker0
[quote who="highwayhoss" reply="15" id="3373384"] .Problem is that counterattack is the swords' only specialty. Swords need a special ability or two to make them more effective. [/quote] Yep, i think swords could use another ability. When we talk about hammers, we only talk about crushing blow, but it also has bash. Not so great in the early game, but once your attacks are in 13-20 range you get a successful bash fairly often.
[quote who="atlatea" reply="6" id="3373351"] But if it's 10% of other faction income, will the stronger one agree to this?[/quote] You could always do it as a percentage of the combined faction's income, so that two strong economic powers have a desire to work together.
Hi all, Starting to take a look at the mods out there. One thing that annoys me is the early game use of chain and plate proficiencies when those armies are far down the tech tree. its a waste of early game hammers for something that many of the units i make will never see. Is there a mod that removes that proficiency?
I've been trying a lot of different openings with my first champion, wanted to hear what other people do. Do you put them in a city to knock out unrest, have them scout the map, focus on army building and get them to go monster hunting, monster hunt solo because your that much of a baller, etc.
[quote who="sweatyboatman" reply="4" id="3373016"] If you have a fully upgraded 4 essence fortress, you've already won.[/quote] Generally i'm just talking a level 2 fortress, enough to get that +8 production and access to the fortress upgrades like blacksmith. Also i generally play expert difficulty with either normal or challenging monsters.
Does anyone know how the swarm bonus works? Is it like +2 attack per person near or something like that?
In the discussion about weapon types, people talked about how militia were able to tackle enemies "above their weight class". From my experience after several games, this seems very true. I'm finding myself routinely using even basic level militia well into the mid and even some late game. Due to a couple of factors: 1) Crushing Blow: The 100% attack multiplied by the number of militia means i can routinely slaughter several targets right off
[quote who="atlatea" reply="5" id="3372653"] And don't forget that if a city levels up, not only the unique building that is useful, but their yield will increase too, example: a level 2 conclave have 10 research, when it reach level 3 it will become like 17 or 20, it's a passive bonus of level up[/quote] Ah, this was the key piece i was missing! That makes growth a lot stronger than i thought, because while buildings can generally get me another +1/+2, growth can
[quote who="Fallenchar" reply="2" id="3372663"] I believe Initiative is a mystery to everyone. You can never have enough, that's for sure. Attack and defense work like this: A = A * A/A+D. This is your max attack damage. Minimum is half of this. [/quote] Thank you, this was really helpful.
one other thing i will say about crushing blow is that its effects tend to scale with the number of units i have. While 1 crushing blow won't kill everything (although it still does in many cases), combining it with 2 or 3 can routinely kill most monsters and units. Having an army that can systematically kill a couple of units each round at its whim is very powerful, and the loss of offense for the enemy is well worth the 1 round of stun for me.
Leveling a city is a lot of fun, but over time I've come to wonder if its worth the time. Leveling to 2 is important to specialize your city and get the nice benefits it brings. But when you factor in: 1) A good food area tends to have less production. 2) A lot of production spent on food buildings could be spent on other buildings or units 3) Spells that provide food and growth could be providing money, mana, better units, or more prod.
[quote who="highwayhoss" reply="9" id="3372177"] Some possible ideas on weapons balance: Take backswing away from axes (except dual axes) and give it to swords. Swords being fast should give a user the chance at a second hit if the first misses. All attacks at one tile range should be vulnerable to counterattack; no exceptions. Give spears a range of 2 tiles instead of CA immunity. Swords should get a slightly higher chance of critical hits. [/quote]
I'm a big math guy, and while the manual tells me what various things work, it doesn't tell me how much they work. So any help in understanding would be appreciated. Initiative - Basics is more initiative means you go first and more often. How does the more often work? Is it where if i have +X initiative more than a guy i go twice as fast? Attack - I know the attack is a damage roll, but how is the damage calculated. If i have a 10 attack,
New player, loving the game so far. One thing I've noticed is that taking cities feels a bit easy to me, especially once i beat the initial big army the rest of the cities tend to fall like dominoes. Right now, only fortresses can give themselves defensive structures. But if i could build the most basic ones (perhaps the hedge wall) it would give the city some defensive oomph.