Emperorjarin

Emperorjarin

Joined Member # 3775555
28 Posts 382 Replies 9,420 Reputation

[quote who="StevenAus" reply="7" id="3168783"]At least make it selectable for a custom race with Altar blood, like the Great Axes Juggernaught trait also applies to custom races with Trog blood (AFAIK).[/quote] That is how it worked last time I tested (which was before today's streamed hotfix, so there would have to be a bit of testing today to verify). Requiring both a trait and a specific blood is too much for a unique unit though, IMO. And yes, I will say this every

9 Replies 45,588 Views

Would it be possible to circumvent this by allowing either male or female body types to pop up when hitting the random customization button? (The one that gives you random faces/hair for the unit you're making.) I do think henchwomen should be available (and that the name "henchman" should be changed to something more heroic, given Altar's lore) if possible.

9 Replies 45,588 Views

Personally, I think the ability to have your units never get attacked by wandering monsters is a great ability. I wouldn't want every race to have it, and I do think that it's reasonable to exempt cities and outposts from this immunity, but considering Master Scouts is but one trait out of many (like Binding, Death Worship, Heroic, Enchanters...), I think it's just fine as it is. Every other trait just needs to get some love to make them competitive choices. &n

23 Replies 17,010 Views

You only get 20 influence when you start as a Diplomat, instead of the listed 40. Annoying, since Silver Tongue requires 30 influence to cast (cost not listed in mouseover either).

1 Replies 1,743 Views

The thing I don't like about traits that unlock faction abilities is, why do you have 2 faction prereqs for a unit? Since slaves and golems initially didn't require any prerequisite traits (haven't tested golems, but slaves still do not), I see no reason to have such a crazy-high opportunity cost to juggernauts and henchmen. Either require a faction trait, OR limit the unique units to one race.

22 Replies 17,619 Views

[quote who="Malsqueek" reply="15" id="3166773"]I'm finally starting to accept the fact that the "No Taxes until you are out of money" and "Use your early mana income to boost production and research" strategies are essentially required for any kind of start to completing with the AI. Try those and you should be competing pretty well on normal or challenging in no time. I hate being shoehorned into it, but it works REALLY well.[/quote] This, pretty much. Note that you can act

26 Replies 11,085 Views

I mostly attached it to archery because magic staves are ranged, and IMO staves are a lot better a ranged weapon than bows are currently. Whatever prereqs end up making the most sense, I'm fine with. I'm curious as to your thoughts on redesigning the Magic tree to be primarily focused on champion improvement. As I mentioned, it still has all the non-weapon items in it, but of late I find myself having little to no reason to research Warfare beyond Standing Army and p

21 Replies 68,976 Views

I posted this in response to Sean's thread here , but I think it deserves its own post. I've been thinking about the way that the three trees interact with each other for a while now, and it seems to me that the best way to implement them (going by how they're currently designed) is to more or less make Civics the city and troop size tree, Warfare the arms and armor tree, and Magic the champion and spell t

0 Replies 2,885 Views

Aaaaand I forgot what the OP was even about, lol. I find that I'm able to get relatively fast research speeds by having no taxes and casting Inspiration on my starting city. Takes about 10 turns to get my first tech using this method, versus the aforementioned 24 with no enchantments.

21 Replies 68,976 Views

Personally, I think the best way to breathe some life back into the Warfare tree is to move all magical weapons into it. I've been thinking about the way that the three trees interact with each other for a while now, and it seems to me that the best way to implement them (going by how they're currently designed) is to more or less make Civics the city and troop size tree, Warfare the arms and armor tree, and Magic the champion and spell tree. Civics, I think, is in

21 Replies 68,976 Views

So far, all reports on Krax's fortify ability say it's bugged. I've only had minimal playtime as Krax (got annoyed when I had to gather more prestige to cast Silver Tongue) and my results were inconclusive (maybe because I never bothered checking =P).

4 Replies 5,953 Views

[quote who="Glazunov1" reply="4" id="3166030"]"Sure, we have very large, 64-bit maps. But if your system can't handle them, you'll crash." [/quote] This sentence right here is why Stardock can't implement such a thing fresh out of the box. No matter how you try to explain it, you'd basically be creating content that only a certain number of players can use, which as far as 32-bit players are concerned is cheating them out of their money. I'm

24 Replies 14,121 Views

Hoarder spiders can also be tamed with Beastmaster; I have 2 of those things in my armies, along with 3 (I think) Umberdroths before turn 200, which pretty much means that I have won the game. Granted, this was on Easy, but it surprised me how well a Beastmaster sov can do.

13 Replies 22,647 Views

Or just adjust the turn order to be Human, AI, Monsters, rather than Monsters, Human, AI. As to not seeing any tiles to settle on, that's probably the result of devs taking out sub-par tiles. So if you start in an area that would otherwise be overrun with 3/2 tiles, you'll see a vast expanse of tiles unable to get settled. Not the best way to fix the problem IMO.

36 Replies 56,413 Views

That was my initial assumption (which I posted), but didn't actually take the time to test. According to the response I got to my post, you need the Great Axes trait to unlock Juggernauts (which is silly, since only Trogs can build those guys in the first place, but that's another story). I haven't revisited customizing Trogs to test whether or not that is the case, though.

4 Replies 4,111 Views

The thing about magic immunity is, despite the name and description of the ability, it doesn't actually make you immune to all forms of magic. It just boosts magic resistance by an extra 100 points. Sounds great, until you realize that damaging spells (and all strategic spells, I'm pretty sure) completely ignore magic resistance. So while you won't be able to Slow those ophidians at all if you're in combat with them, you can pretty easily burn them to death w

3 Replies 2,181 Views

Before the introduction of Henchmen, I would have loved this idea and demanded it be implemented in some way. However, I feel that henchmen pretty much fill this purpose in a more interesting way than would have been possible with such a building.

8 Replies 6,358 Views

[quote who="OrionM42" reply="16" id="3164596"]Joasoze -- Honestly, I take your point ... if someone doesn't like to fail, they should (mostly) just turn down the difficulty level (and perhaps monster density, etc.) ... You, and other folks like you, SHOULD have the opportunity to play at higher levels of difficulty/challenge/hardship. That said, I was just reacting to KingHobbit's question, since I think we share a similar viewpoint; AND, ( I admit )

21 Replies 20,270 Views

[quote who="NetNomad" reply="7" id="3164415"] From what I understand they are basically Elemental's version for Dwarves. [/quote] I understand that's how they work thematically, but if they're supposed to be a completely different species from human (like Trogs and Wraiths) they should at least look a LITTLE different from your average Altarian. As it is, my headcanon states that Ironeers are simply humans what work good with metal

34 Replies 56,709 Views