[quote who="Tasunke" reply="15" id="3276467"]I am certain that Warrior Path should add at least +0.34 HP per level [/quote] I think that +.373 is more appropriate.
Tuidjy
Yes, tactical AI sucks, but it's improving. Right now, the AI only cares whether it has range. It should care whether its range is stronger than the player's and whether its melee is weaker than the player's. Hell, the original Age of Wonders had tactical AI that was pretty good at figuring out whether it should rush or defend. I'm sure that Stardock will get their tactical AI fixed, once they focus on it. Sure, it would have been nice to have i
[quote who="NanakoAC" reply="24" id="3276618"]i don't see how HP is a logical grounds for increasing the costs. This is what magic resistance is for.[/quote] Yes, and magical resistance is trivial to overcome. If you are going to be playing a beastlord, you are going to design your sovereign for it, right? I know I did. This means, brilliant for a total +3 penetration(spell mastery) per level and attuned for the early mana boost. Then use all the penetrat
I seldom lean towards nerfing a particular ability, mostly because in a single play game, whether you use it or not is up to you. That said, I called for nerfing "Master scouts", and am very happy that it was done, because now I can use the part I enjoy (fast movement) without the part that took away from my enjoyment (invisibility to monsters) I called for a nerf of dodging, and am very happy with its present effectiveness (less than half of what it used to be). I als
When I get a new game, I save and reload constantly on my first playthrough. Afterwards, I play Ironman, only reloading for slowdowns (I still get these on my XP laptop) and crashes - never for mis-clicks and stupid pathing, let alone for battles that go wrong.
The mill has an upgrade (30% off). I believe it's called 'Labor guild' and is one-per-faction, kingdom-only. It has a bunch of other bonuses, too. Probably the most desirable production building in the game.
[quote who="Mistwraithe" reply="15" id="3276079"]I'm pretty sure they have this restriction so that there is no gameplay benefit to turning on manual placement of buildings.[/quote] Yes, and that ways lies the dreaded 'streamlining'. Lets also make it so that there is no gameplay benefit for manually designing troops, for manually fighting your tactical battles, for manually choosing what you are buildings, and for manually choosing where to settle cities. Actu
[quote who="ben_sphynx" reply="6" id="3276103"]The rush cost is the number of remaining production points needed to finish it, but in gold. And rounded up to 25g if the building requires less than 25 production. Except if you have a black market, which makes the rush cost cheaper.[/quote] [quote who="Tuidjy" reply="1" id="3276077"]rushing is always the construction cost not yet produced, modified by buildings like the black market, with a 25 Gildar minimum.[/quote] <p
Wow. These are some complex rules you're suggesting. I'm really puzzled. I have been using my simple rule of thumb forever, and it has been accurate enough that I have not questioned it. Next time I play I will pay more attention.
I really agree with the Original Poster, on pretty much everything. Yes, the issues he points out are a pain. That said, I believe that they are both due to bugs, or at least unpolished code, not design decisions. The diplomacy is crazy right now, but has been changing with every release, so I am pretty sure that Brad is working on it. It has gotten better. I believe it will get better yet. Right now, power ratings count for too much, and AIs are
I have not seen this behavior. For me, rushing is always the construction cost not yet produced, modified by buildings like the black market, with a 25 Gildar minimum. Can you post a screenshot or even a save?
I just wish the developers would finally see the light and remove the ridiculous restrictions on snaking to rivers and forests. It's completely counter-intuitive, there almost no one who likes it, it's makings dozens of people asking questions. Seriously, if your rules are so convoluted that old timers are confused about how exactly they work, as evidenced in at least four current threads, you should just change them.
There's at least 5 strategies that work very early: 1. Stacking dodge and casting blindness. 2. Size manipulation 3. Fireproof henchman pileup 4. Juggernauts 5. Ranged troops and curse There's also #6 which is a bug exploit. Use a fireproof, high initiative unit, pay REAL attention to the turn order and breath cooldown, and have the dragon barbeque itself.
[quote]If SD is serious about making this game bigger than Civ4[/quote] That's a tall order. In my book, CivIV is the ultimate of its class. Lets just focus on helping the Stardock making Fallen Enchantress more fun that its competition.
[quote who="Viperswhip" reply="9" id="3275792"]Are you sure they are better than an arcane archer built with the best longbow, with ice and fire necklaces, a ice ring, and built in a fully enchanted heart of fire fortress? I think not. [/quote] They serve a different purpose, and take different resources to built. So instead of either/or, just field both. Not that the AI is likely to field anything worth this kind of firepower.
I have a number of play-throughs on this forum. The last few are in .99x and thus pretty relevant. Let me link a few... Part of the AI experiment - the first 25 turns are here , the rest are further in the thread. Standard Karavox in .982. The first post links some old play-throughs. I do not have video recording software (which is easi
Where do you think the name came in from the first place? Her father took a look at her temper and decided to name her Porcupine, but had a beer and misspelled it.
[quote who="Zoston" reply="32" id="3274904"]Do you have any more tips on handling research?[/quote] Everything Kongdej said is true. In mid game, you can add the "Revelation" and "Pit of Madness" enchantments to a conclave, for 2 research points per essence. With all the research multipliers conclaves get, 50+ research cities are not uncommon by turn 150. There's also something that players often overlook. When you have reduced an AI in power, consider cordonin
Hey, rvgr, there's an unit of Krax spearmen looking for you. They have dodge above 100 when fortified, decent armor on top of that, and have taken offense at being ranked below Ironeers and Quendar. I just had an idea. Lets design crazy custom races, and have tournaments on auto-play.
I do not keep as many custom factions around as you do, but anytime I accidentally allow one of them in, it ends up kicking ass all around. The two that have been a real pain in my last game: The Elusive Men: Krax/defensive/enchanters/scouts/light plate/lucky - pre-designed lines for elusive troops and deadly archers. Utterly destroyed three kingdoms before I got to it, and if I had not prepared by developing a fire mage, I would have been destroyed. As it was, my ma
[quote]The epicness and awesomeness of this quest is rather diluted when you find duplicates of it[/quote] Once you solve one, the others disappear. Think of the instances as places where you can sign up for the fights.
[quote who="immanuel1" reply="30" id="3274812"]Each city level up is nice insofar as you get a free "perk" or building, but anything beyond that?[/quote] Well, in addition to the free improvement, you also get more cash/research/production. I am unsure of the precise numbers, but I guess this is a good thing to know. Checking... Taxable income: 2, 6, 12, 24, 50 Research: 1, 2, 4, 8, 16 Production: 0, 2, 4, 8, 16 [quote who="immanuel1" reply=
HUmility, your posts are very hard to understand. If English is your first language, please make an effort. Formatting, proper punctuation, spelling... those will help people understand what you mean. If it is not... well, some ideas are hard to get across in a foreign language.
Corners count, for both forests and rivers.
[quote who="SOLOSOL" reply="26" id="3274661"]I have recently seen (1.01) that sneaking to a forest now allows to build the lodging camp. [/quote] Are you sure? I do not believe that this is the case. Sure, you can build a logging camp in a forest that you have snaked to, but only if you could have built a logging camp on a tile next to your settled tile. Same with piers - you can build them on every river tile, but only if you there was a river next to the tile you