Diplomacy à la sovereign War was taking its toll on the Kraxis Empire. The actual warriors were doing well enough. They had defeated any enemy that had faced them, and not a single champion or lancer regiment had been lost. Unfortunately, with four fronts, the Kraxis forces were spread thin. In the East, Procipinee's soldiers didn't manage more than burning a few o
Tuidjy
He had to like you well enough. It may be that you have to be "Close". If he does not like you (because of close borders, alignment, etc..) about the only thing to do is to intimidate him. Gently. I.e. without antagonizing him, become militarily stronger, more influential, etc...
[quote who="Elmet" reply="23" id="3249001"]henchmen - are they considered to be champions with regards to ow the exp is shared in a group?[/quote] No. They do not siphon the experience from your champions, and can actually boost it to insane levels via the "trainer" series of traits. They are quite unbalanced, if you ask me :-)
[quote who="harmonius_" reply="11" id="3248578"]Now it is more efficient to build many units without armor than a few armored units.[/quote] Only true at the very, very early stages on the game, i.e. before chainmail comes along. In my experience, the most effective units are the ones that have one of the three defensive abilities maximised: initiative, dodge or armor. Which one is best depends on what you are facing, with dodge being the most effective overall, UNLESS y
Thanks for working so hard on this. I'm sure you are right to wait on the patch.
[quote who="Darksomen" reply="7" id="3248512"]Ok i get it now--they would be in the create new troops [/quote] The items also become available in your cities' shops. Too many are overpriced, but some are an absolute lifesaver for some types of heroes: the dodge cloak, the regeneration talisman, the speed amulet... If your opponent is fielding troops with a particular elemental attack, you may want to buy a Dragon skin cloak, an Ice warg pelt, etc... Of course, mounts
[quote who="Mtn_Man" reply="15" id="3248502"]For instance, a quest reward is either a nice bow for my sovereign or a boost to my "reputation" -- or was it influence? I can't remember -- and I'm thinking, "Why would I not take the bow every time?"[/quote] Actually, you should take the money every time :-) 300 Gildar can be used to rush buildings and can push an important city a dozen of turns ahead of where it would get by itself. But you've missed your
Yes. Anything but magic plate that is just like mundane armor but uses crystals.
[quote who="Kongdej" reply="9" id="3248478"]Cheaper armour would NOT lead to better balance,[/quote] Absolutely. When armor easily keeps pace with weapons, not only is it unrealistic, but it leads to slow bash fests which remove the joy of pulling tactical successes. And speaking for myself, a huge break from realism and common sense kills my fun as surely as any balance issues. Seeing someone stand and let his armor take the impact of five sledges... sucks.
I had the experience in my current AAR. On turn 116 I paid Gilden 792 Gildar for a NA pact, because I was already fighting a four front war from the middle of the map. On turn 122 or 123, Gilden attacked me... which was very weird, because: 0. Clearly the NAP had not expired. 1. It was at on the other side of Yithril, was at war with them, and was losing cities. 2. Our relations were close, given that I was in war with Yithril myself. 3. I had not
[quote who="GFireflyE" reply="6" id="3248279"]The Alchemy Quest is ssooo easy, yet it's set to be a 'Medium' quest. Should be 'Easy'.[/quote] I guess different quests seem of different difficulty to different people. The alchemy quests is one I usually leave until my sovereign has at least 35 hps, or until I can attempt it with at least three units. (I play without restores, and three bad rolls on the air shrills' shocks have taken my sovereign out in .95
Because it costs very little effort to make a club compared to making a suit of leather armor. Because a sword used to cost as much as a good farm, but a suit of armor as much as a few villages. Because I love it when in game costs make sense. For example, a sword should costs a bit of metal, and a lot of labor, a mundane plate mail should cost a lot more metal, and a lot of labor, while a powerful magic amulet should cost a lot of crystal but very little lab
Champions are not created equal. Some are worth their weight in gold, like the spider riding, lightning bow shooting, 25% crit assassin with 3 death and 3 something else. Some are amazing for their abilities, like the 30% unrest reducing, road building, population increasing governor. Some have insane potential, like the assassin with the warrior damage perk, Earth magic, who pays his own wages. And then you have level 5s with 1 trait and crappy gear, or
The chance to hit is the attacker's accuracy minus the target's dodge, with always a minimum 3% chance to hit (as of .984) Depending of the physical damage type (cut/blunt/pierce) a specific armor is applied. The computation is complex, but more armor is better. Depending on the elemental type (cold/fire/shock), a specific resistance is checked, and damage is reduced by the resistance percentage. Poison is supposed to work like elemental damage, but I think too
As of which version, Frogboy? I have seen, in .982 Altar place three outposts within a 3x3 square, and it certainly looked simultaneous to me. If it had not been, they would have realized that there was an outpost close by. Also in .982 I have seen an enemy (I think it was neutral, but may have been AI) move on the new turn to get out of range of my army.
I wold never pay 25 Gildar for a crummy bandit that cannot improve. Now if recruited bandits actually joined an existing bandit unit (up to researched max squad size) and were allowed to upgrade their gear, then I would gladly pay the cash.
I think it is good idea. Of course it would be better if they started at the right level, and we were allowed to pick traits. Failing that, it is much better to start at level 1, so that no traits or worse, a path, is lost. Let me remind people why this is necessary: At the present built (.983) when you train a henchman at a fortress, they get the fortress bonus level, but not the traits for it. If your fortress trains level 4 units, your henchmen will neve
1. Do you feel monsters act too randomly? Some are supposed to. But others shouldn't, especially when "random" translates into "brownian motion". 2. Do you feel like early game monsters are too powerful? No, it's nice to see monsters that I cannot handle and to have to plan how to deal with them. 3. Do you feel like the Faction AI is getting a free pass with monsters? Yes, absolutel
This for some out of character comments. 1. I am starting to get impressed with the game balance. This war is very entertaining. I'm on the defensive, mostly because I do not have enough units to go around. I have yet to lose a fight with my main champions, but there have been a few close calls - Nochd is out of potions, and Karavox has only one left. Money is tight, but not too tight. Resources are another matter. I am very happy with the elusive lancers
Karavox's silver tongue ability does not work on Juggernauts in .982 Is this intended? Given that the Juggernauts stop being all that in midgame, I do not think that it's so unbalancing to allow him to turn them... and it does have a great 'cool' factor.
SeanW3 stop enticing me to try your mod before release! [e digicons]:hrmph:[/e] I know I will enjoy it, and I am looking forward to it. After all, even when we do not agree about balance, and we mostly do, at least I can always see your point. But I really think that what we should be doing right now is yammering at the developers about the stuff that is really important. In my book, that's just one major problem, and two minor annoyances. Once
I've actually done this one myself. It a terrible start on a large map if you do it for too long, but it's perfectly fine for the first few turns before you research civics. Slaves should not cost one production each. Fifteen maybe, but one is indeed very exploitable. By the time you research civics, you have 5 attack 12 (blunt) units. Two go with the sovereign, and because they have higher attack and lower hps, they can be used to lead AI astray. The other three g
Fallen Enchantress has two problems left. One is minor, the other is huge. The minor one is that heroes (Sovereigns and champions) are always more effective at everything than trained troops. But the developers have made great progress in Beta 5 on that one, and anyway, that's a problem that can only influence early reviews POSITIVELY. The second problem is a lot more serious. Because of something in monster/AI interaction, the player can be attacked, without having
[quote who="joasoze" reply="7" id="3247433"]@Tuidjy - Make a strategy guide and we will petition to get it stickied. Your advice is sound.[/quote] The game is still being balanced. Option B may have been nerfed in .984, and there are people calling for a nerf to options A and C in multiple threads on page one. I think that it is premature writing guides just yet. My advice works in .982 and probably works in .983 Beyond that... ask Ceresa. <
[quote who="harmonius_" reply="8" id="3247410"]AI should not value crystal less, but AI should not buy crystal for high prices. Some players don't use trained units at all. So these players can use Crystal Quarry as super gildar mine in early game.[/quote] So? If the AI needs the crystal, and a player is willing to sell it for a price advantageous to the AI, why the Hell does anyone care that the player is getting some extra income? By the way, the developers are making de