[quote who="seanw3" reply="126" id="3230037"] I just went up against Lord Relias, who had 70 Dodge. What a battle that was. Axes really come in handy when you only have 20% chance to hit.[/quote] Twenty percent? That's a combination of racial trait, evasion--and what? I guess you could take those little dodge traits, but that means taking not much else.
Glazunov1
[quote who="Purest Warrior" reply="2" id="3229731"]What does essence have anything to do with then?[/quote] Cities can have essence. If they do, it requires the use of spell in your book to harness that essence, and give that city a specific bonus. Some different bonuses are to research, grain, and production, but there are more. The spells you can cast for this depend on the spellbooks and levels in them of your sovereign and champions.
[quote who="Nasarog" reply="13" id="3229501"]Did it work?[/quote] The penguins, or the beta?
[quote] My power wanes and the the frog in the bottom corner of the picture starts speaking and dancing and flashbacks to warner bros cartoons start to fill my head ...[/quote] See if you can tune your head to the ones created by Tex Avery. They were the best.
[quote who="seanw3" reply="116" id="3228383"] I am not happy with flying as a level 5 Arcane Mastery spell. That should come from a staff or race type. I will think of something better later. The other spells are done, but need some testing. I will update tonight for anyone that wants to try them out.[/quote] If it's an item, what about making it the final success in a long, multi-step quest, that gives you smaller rewards along the way, while holding out a rin
[quote who="zhukodim" reply="103" id="3228625"] AI will never be good in these games, there will always be exploits and methods easy game against him. [/quote] Do you mean TBS games, in general? Because there are several excellent ones out there with great singleplayer AI. As for exploits: as long as human beings exist, they will always, in all times, in all places, in all civilizations, find ways to game the system. Doing s
There seems to be an expectation on the part of at least one or two people that Stardock is going to pull a Bethsoft, releasing games with the expectation that features users regard as flawed they, the users, will also fix. I have seen no evidence indicating that this is even remotely close to reality for Stardock. If I'm wrong about this, show me how, please.
[quote who="Frogboy" reply="12" id="3219251"] Quoting Heavenfall, reply 2I don't understand, Frogboy. Where do we place these modifiers? In events? While more functionality is always great, can you give us an example of how to use this? A spell, a quest, a city improvement. [/quote] Yes, distinctly multi-purpose. Lots of uses we can find, once we put our minds to it. Thanks, guys.
[quote who="Alstein" reply="101" id="3228527"]Civ 4, folks could have an .exe install mods and click to run mods, never saw that with GC2- I think that did a lot for modding.[/quote] I've used CivIV mods extensively, but I've also tested each executable with Kaspersky. An executable is a very easy and thorough way to conceal viruses. Much better to simply tell people in which directory to drag and drop a bunch of files: nothing is concealed, all the
[quote who="Heavenfall" reply="16" id="3228473"]taltamir I think the first post is confusing. It sounds like you agree with us, but when I read the first post it seems like you want to tune the game to more strongly focus on the RPG aspects of it.[/quote] That was my impression of it, as well.
[quote who="Gank" reply="8" id="3228575"]Thanks for the answers! My Sovereign has been in a party with 2 other Champions, so the XP has been shared. I'll have to split them up if I want to level them faster.[/quote] One way to take on more powerful enemies with fewer champions is to allow summons to take up a part of the slack. Archer units developed in cities help, too.
Tuidjy , SeanW's has a balancing mod that makes champion advancement much slower, and city-derived troops rather better. Lots of other changes, too. You might want to check it out.
[quote who="Supreme Shogun" reply="6" id="3228271"]Next thing we know there'll be someone shouting Dork-a-keen and claiming to be dragon born.[/quote] Oh, I wouldn't mind watching Procipinee in a flimsy negligee shout "Fus, Roh, Dah!"
[quote who="BarxBaron" reply="94" id="3228243"]There's no rush.......except for the fact that now its updating the same day Torchlight 2 comes out.................... Dammit [/quote] If it makes you feel any better, they could push beta 5 back. Possibly one week, perhaps two.
[quote quoting="post"] This game is a hybrid between RPG and RTS. [/quote] It's a turn-based strategy game, a TBS, with a nice coating of crunchy RPG flavor. That's what it has been from the start. The "takes X turns to finish" business is part of being turn-based, if I understand you correctly. Perhaps I don't. But have you looked into the RPG material in the game's help system? I won't address yo
[quote who="Alstein" reply="89" id="3228074"]No rush, this game has to be gotten right. [/quote] I heartily second that. Note that the current date for beta 5 is the 20th of September.
Very nicely done. I think this will be an excellent modding tool. :)
Oh, that was rare. :)
[quote who="sweatyboatman" reply="2" id="3227456"]I believe there are supposed to be at least 16 question marks in the summon developer incantation. That would explain why it didn't work.[/quote] 16 question marks, 5 exclamation points, and a single "1" thrown in by accident. That's if we follow the Codex, and who doesn't admire tradition?
[quote who="Werewindlefr" reply="31" id="3226884"] If you have twice as much land, you can have twice as many outpost and twice as many cities to support them and twice as many units to defend them, not to mention that your troops will be better equiped.[/quote] That would be true if all land in the game was fertile, and could support cities. But in fact, very few good cities are possible, especially since you're also competing with other factions for cit
[quote who="seanw3" reply="59" id="3227288"]I may not have shown it there, but actually the penalty for different allegiance increases over time. By the endgame there is simply no chance for peace across the lines of idealology.[/quote] If the AI ever becomes formidable, that could be a lot of fun. By the way, can you change the diplomatic positive/negative statements that represent modifiers? I noticed you commenting on these in the video,
[quote who="mqpiffle" reply="40" id="3227260"] Quoting Glazunov1, reply 37Population also affects city size, and a city that grows gains unique city advantages as well as new buildings. But as of now (.952) those 'new buildings' are so mediocre that it is much more worthwhile to have the extra material than any extra food (I would say that 1 material is equal to 2 or more food.) I think if towns also included as level-up options of building production bonuse
It's nice seeing an FE video that spends time on strategic analysis. I wasn't aware that you'd tweaked diplomatic relations lower for opposing kingdom/empire factions, and (presumably) higher for identical ones. This makes sense, though I'd like to see an advanced option in the final game that allows the user some degree of control over this. It would be interesting to play games with many factions where the empire/kingdom binary was ignored, and others where
[quote who="CogBurn" reply="34" id="3227202"] 3/3/2 Population is useless aside from tax income, and money is never a problem after ~100 turns. Materials + Essence is all that matters. So long as population is in no way a function of production or research, grain will never be an important factor in city placement.[/quote] Population also affects city size, and a city that grows gains unique city advantages as well as new buildings.
The more essence you've got in a city, the more control you have over how the city gets built, how soon it does, and how well it will focus when you make important choices in its growth. I went with 3/3/2.