Emperorjarin

Emperorjarin

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

Because regeneration would tick every time the regenerating unit would act, rather than having its own "turn" to regenerate everyone with the ability. This meant that a high-init, high-move unit was essentially immortal against a single opponent, and could recover from any non-fatal injuries taken before the end of a battle, good as new. Anyway, Sean and Tuidjy already answered your question pretty well, but I'll add this: barring other modifiers, 1 init is 1 extra act

16 Replies 25,824 Views

IMO, it'd make more sense for the dragons to breathe whatever element they're immune to; IE, storm dragons have lightning breath, poison dragons have poison breath, etc. They probably should use their breath attacks whenever possible, as well. Not that I want them to, as I like being able to kill a dragon with just my sov and a couple henchmen :D

4 Replies 2,218 Views

I do not believe that we are entitled to recruiting enemy sovereigns upon their defeat. It's a nice bonus when they decide to surrender, but I get the feeling that most would rather die than bend knee to another channeler. Kinda like how IRL, rulers not democratically elected usually only pass on the crown upon their death (peaceful or not).

9 Replies 8,983 Views

Actually, bows having a slow initiative makes good sense, even in the real world. In an ideal situation, you can fire, at most, about 8 arrows a minute with a reasonable degree of accuracy. Throw in the chaos of war, and you're down to about 6 arrows a minute if you want to hit the thing you're shooting at, and not your buddy in the front lines. Longbows (traditional English ones, at least) are even slower, but make up for it in range and stopping power. Shortb

14 Replies 13,546 Views

I do not like the way bows are currently implemented. At all. There should be slow, hard-hitting bows, and fast, weaker bows, both of which are unlocked and upgraded when you research ranged techs. The starter bow should be fast and weak, not slow and weak.

14 Replies 13,546 Views

I usually play as a custom sovereign, though I find both Resoln and Altar to be pretty good vanilla races. Of the two, I'd say Resoln for a quicker game (Crow Demons are crazy-strong when they get some experience, and Grave Elementals are tough as nails, and both come free when you build a shard).

45 Replies 57,219 Views

Very cool cutscene. Kinda wish we had been able to see a little bit more, though I did notice your starting city is called Resoln. Hmmmmm... [e digicons]*_*[/e]

34 Replies 143,465 Views

I love reading your playthroughs, Tuidjy, especially when they're written in-character. I also like the idea of posting a Turn 1 save for others to play through, though there's no way I'd be able to stomach playing on Ridiculous. Challenging is as high as I'm willing to go at the moment.

18 Replies 12,313 Views

True, but the amount produced is pretty minor. You'll get more influence over the course of a game from a single monument than you will from 2 economic treaties, assuming both begin producing on the same turn. If caravans would move between cities of the same empire, the influence gain would actually be pretty good. As it is, it's so minor as to be almost irrelevant.

5 Replies 5,284 Views

[quote who="Tuidjy" reply="25" id="3252861"]I am looking forward to playing your mod. The graphics look awesome, and I just love playing with new rules. One thing though. I glanced at the mod, and I saw no 'human' race. I am speaking mostly for myself here, but I like it when there is a race that I can immediately identify with, and play in order to take a look at the exotic ones, even if it's downrange of their weapons.[/quote] I think you're confusing Sea

27 Replies 14,295 Views

The biggest issue I'm having right now is that, as far as I can tell, when I hire a champion I'm paying for both him and his supporting army. It's the only reason I can think of for having one level 7 champion cost ~400 gildar for having a pair of solitary troop guards, while a level 7 champion with an elemental guard costs nearly 1200 gildar. Neither champion has any unique ability, like calling a slag or chain lightning. They're just regular mage champions.

35 Replies 104,855 Views