Thanks for the input. I agree that in tactical combat ... the 'skip turn' button might possibly be highlighted a little better. -> Skip turn button even bugs out sometimes, especially when auto-spells are activated. I have to auto for half a second and then go back to manual to get the action buttons to reappear. For instance after insta-Mass Curse or Wall of Fire activates. Some Notes: You can click on cities to select them. The most
Tasunke
Really you don't need armor until facing archers ... (if your soldiers are numerous enough, that is). For as long as you can get at least one attack before you die, the mooks will eventually win ;) (Archers take melee out of the equation, thus killing mooks before they can even attack :( ... this is why armor is needed vs archers)
Sounds like fun :p I never tried to go the entire game with only 'walkers' though ... just used em to fill my lines. Called em Mooks. Also I didn't use an edited pioneer, but a new design. Also I used spears instead of clubs (-66% defense ignore) -> I suppose using an edited pioneer makes them even cheaper? Mine were 15 production to build, but still 0 maintenance iirc
Yes, I think perhaps Impulsive should be (possibly) assassin only and have nothing to do with casting. I think currently Fireball sucks for low Initiative champions and is boss for high initiative champions. -> Instead it should be a good spell regardless of Initiative, imho. Maybe turn Initiative into an Action points system, and have higher intelligence make spells cost less initiative? Therefore things like Impulsive won't let you do cr
True, intelligence should affect the attack of Staves, and I don't think it does at the moment. (or rather spell power should, which goes up with level) makes more experienced mages better than experienced archers (where right now archers seem always the better choice than mages)
[quote who="Bingjack" reply="31" id="3091389"] The problem here is, we dont have a full range of traditional fantasy battle units , at least in the trained unit sector. So while some races are designed to produce superior melee warriors, and others have the stats for superior rogues or archers, the races with the high INT/Low Physical stats are designed to produce superior...what? It feels like there should be "mage" units, that dont have the versatility or power of a champion, casting o
Best places to improve: UI, UI, and UI. When selecting a pioneer .... highlight the tiles that are applicable for City placement. Allow the terrain overhead to show up when you mouse over settle .. EVEN WHEN PIONEER IS INSIDE A CITY. It can be very frustrating for it to not show up just because the Pioneer isn't 'in the right spot yet'. I wandered with my pioneer across the wilds below my start until I realized that for some reason none of it was bu
Honestly, if it weren't for the Bugs I'd say 0.85 is good enough for launch. (good enough to be a decent game) The bugs are a bit glaring and serious however ... so it certainly won't be a walk in the park to tackle them all.
Norma Map Size ... I think normal difficulty level as well (only thing I changed was map-size, so the default difficulty level I think) My civ traits were Armorsmiths, Endless Hoard, and Death Worship, with a civ weakness of -5 spell resist. Never got to use the extra Death Spells though :( Does it need Death V or Death VI to use the extra spells? (dirge of Ceresa etc). Currently I have destroyed all of Magnar's cities, and Magnar hims
The Final War with Magnar, the time has come to rule them all. The Best Laid Plans ... Sally gets anxious and decides to declare war all by herself ... killing a small army on the borders of Magnar and heading towards the nearest city. She sees an army of some size to the North East, but thinks nothing of it, leaving them be and continuing on to the city instead. The very next turn, the first turn the enemy has to d
I like it :) (although I think its really more than 0 upkeep ... it says its 0 but I was running into money problems even though I was mostly using mooks)
Well, think about it ... your gold only comes from the TAXES, not the total wealth of the nation ;) While the taxes are admittedly unrealistically low ... I think it does provide more opportunities for 'fun' aka: do I keep this awesome Item? Or do I sell it to research faster for the next 10+ turns?
Sometimes I equip my Pioneers with spears. Maybe I should equip my pioneers with horses and swords ;) (only if I have extra of course) -> I like how, even though the best keeps getting better, you can always build the crappiest stuff in the game and it still be useful. For instance, even if you don't guarantee victory, building tons of mooks in open and defenseless cities is both fun and useful :)
Yea ... Pathfinding does seem a bit off, although I'm sure it is better than it was previously.
From the end of Phase III to now ... Magnar has grown from 1000 pop to 1444 pop. (still 4 cities). I've grown from 2000 pop to 3327 pop (14 cities) Magnar has grown from 100-ish power to 353 power. I've grown from 250 power to 453 power. The current turn is season 398. (AC 258) I'm uncertain, but I think 1st great war (phase 3) ended at least 30 years ago. (120 turns ago) Back t
After the War, he was a lowly However, for various reasons, I decided to sue for peace and pursue other interests as well. Therefore I inadvertantly gave the enemy decades to rebuild. Reasons for Ending the War (why phase III didn't end in my conquest
PhaseI: The Opener Started out by selling a few items and running 0 taxes ... the usual stuff. Decided that it would be best to run 0 taxes as long as possible, while city spamming and CannonFodder spamming. See ... my civ traits were Master Crasftsmen (-50% production on armor and weapons) and Unending Horde (-50% production on training) ... so I could get a LOT of mooks. W
[e digicons]:thumbsup:[/e]
I've waged a decade long war with only my Sovereign and endless mooks, and let me tell you ... you CAN fund a crusade with only selling items :) (although capturing new cities certainly helps)-> Oppressive Taxes can be useful, but only when combined with 0 taxes after you sell items to get your soldiers built faster.
[quote who="Frogboy" reply="3" id="3091053"]You're definitely going to want to be storing mana. As in, >1000 mana before you get into a war. It's important to remember that we haven't even added in the unique champion spells yet or world spells.[/quote] [e digicons]:X[/e]
yea, mantle of fire only seems to do 1 damage as well. (I think its supposed to have a base damage of 2?)
Yo mamma so cheap ... I lost my starting city and didn't blink ;) (mamma sounded funnier than pioneer)
[quote who="ddd888" reply="28" id="3090907"] you are just playing another game melees are wearing - initiative armors there is no way melees can move b4 casters [/quote] DISAGREE. Melee can move before casters all the time. It depends on the set up for both caster and melee unit. If you want fast moving Melee units ... equip the
Alternatively fireball could go back to 2 turns to cast and we could just remove impulsive. have all spells resistable and have resistance cause 50% of the effect. (ie 50% initiative hit of slow, or 50% of damage caused by fireball/blizzard) have counterspell increase ALL allied spell resistance temporarily (by a significant, intelligence based, amount)
I just think that some lairs need to be defended better. (ie many lairs are left undefended... about 33% of the time I'd say) Other than that, I haven't noticed anything particularly game breaking. Still in 0.85 and lovin it ;)