I do not think that ALL quests should have an evil choice. Seriously, what's the evil choice when you are exploring a cave? Set traps near the entrance after you've cleared it? Many quests have evil choices now. The Assassin Blade is evil, you can sell the noblewoman to the bandits, you can leave the farmgirl enslaved, etc.. Sure, more is better, and I would love to have more variety, but having all three choices in every quest will lead to the artifi
Tuidjy
I guess everyone here but me knows Frogboy's real name, but I would still like to know which picture is his. But! If that's a collared frog in Derek's lap, I DO NOT WANT TO KNOW.
Ok, I promise that my next playthrough, once the next version is released, will be standard Karavox on Ridiculous. By the way, Insane is a HUGE jump from Ridiculous. I have never won on Insane in any way but "All out heroes"... which is rather easy with Altar, Gilden and Tarth. I believe that I could win with troops only on Insane with a Krax based custom race, but I may or may not be able to win with standard Kraxis.
Do we want the game to be balanced for stupid choices? I think it is rather silly to have have a magicless sovereign, especially when you do not have "Enchanters". I also do not think that city boosters need to be nerfed. What needs to be done is to have them balanced. And no, I do not think that the developers have yet gotten exactly how unbalancing "Wealthy" is. I see them nerfing "Adventurer's Boon" from 10 hp to 8hp, which is a laughable adjust
[quote who="Lord Xia" reply="17" id="3241711"]How about playing with no magic paths and no wealthy?[/quote] What's that going to tell anyone about balance? Sure, I could play a Wraith kingdom with No ranged and Master Archers, etc... And a cowardly adventurer sovereign without magic but with the encumbering bracers and Procipinee's crown. I won't enjoy it, the nation will suck, and... where's the point? If I win, we'll know the AIs nee
[quote who="Kongdej" reply="15" id="3241661"]Its a different approach to the home rules part, running a hero faction but with wraith or pariden bloodline, and no master scouts is way harder than going say krax, men, or trogs and with master scouts and something like enchanters, its a suggestion, take it or leave it[/quote] Oh, It's a good suggestion, actually. Standard Resoln, custom sovereign, and Go Heroes! I think I'll go Earth+Water+wealthy, so that I can have
If there's a new version coming out, there's not much point in starting a full blown play through. I'm writing those in the hopes that we'll learn something that's worth changing/improving/balancing, so I stop them when there's a new version out. I think I'll just start a game with standard Resoln and a custom sovereign, and see how fast the game progresses. As for intentionally crippling a custom race with Wraith blood, what is the point? It
There's another release coming this Thursday? I have not seen a change log. Are you sure?
To make sure that this does not happen: 1. Select the army of the caster you want to use to Cloud walk. 2. Right click on its current position, to clear any queued movement 3. Open the spellbook, select the spell, select the caster in the bottom on the right hand page, cast the spell. I have not had the above behaviour since I started casting he spell this way.
[quote who="Gaunathor" reply="9" id="3241329"]Why do I have the feeling again, that nobody is taking me seriously?[/quote] You are 100% and I agree with you. But the joke was too good not to make. I'm immature, sue me. Yes, the arena needs another reward. On the other hand, I have never completed it. I let the champion live the first time, because my sovereign was a good guy. Once I knew the champion, I felt that he was worth more than any other rew
[quote who="GFireflyE" reply="5" id="3241454"]Curious as to how you finish wiping out everyone by turn 100 all the time... Small map?[/quote] No, all of the playthroughs have been on a large map. I play very aggressively, and unless house rules prevent me, my sovereigns are designed as self-buffing fighters. Even when I could not use heroes, my troops were exploitative to the point where they went through juggernauts without losing hps, let alone units. That
Once again I am thinking of starting a play-through: I've done four so far. Ridiculous on .913 - I played until turn ~100, at which point all Empire nations were destroyed, and I was dominating the map. Insane on .915 - I played until turn ~89, at which point all Empire nations were destroyed, Gildar started casting the Mastery spell so I completed the master
Yet another set of good ideas. I think that there are five or six threads floating around, where different players have taken the time to describe completely different but well-thought out approaches to making troops relevant. Unfortunately, some people think there is no problem, and are quite vocal about it. I am afraid that their posts instill a sense of complacency in the developers. I am afraid that when Fallen Enchantress is released, three things will h
Taltamir, I think that you just inspired my next play-through.
For a puny guy like my sovereign, maybe. For the mighty Curgen, no :-)
[quote who="EmilBoev" reply="44" id="3237672"]How much is game, and how much is story of Tuidjy? For example: Is really Othollo help people? Is really Magnar slaves escaped? Is really trade and cooperation with three new sides? Why with them and not with Magnar/Pendor/Kraksis[/quote] Most of the things I write about have a basis in the game, but not all. Specifically: Yes, Othollo helps people, i.e. he goes around and takes quests. No, Magnar's slaves did not
My race has the "master smiths" perk which is supposed to halve upgrade costs. I am attempting to upgrade the armor of an unit. The unit's spear and shield are already up to date; five pieces of leather need to become light plate. The cost is 5 metal, 469 Gildar. For comparison, the cost for rushing the same unit from scratch is 406 Gildar... that includes a horse, two belts, an amulet, a spear and a shield that the existing unit already has. <
Another quick and victorious war. It's likely to be the last, because I am flying to location tonight, and won't have time for this for about a week. A couple of remarks: 1. I built the Ducal Guard somewhere around turn 30. It was not until turn 90 or so that I actually researched a more powerful unit. Sure, the "elusive cavalry" is faster and thus more effective, but it was not until I had "Blacksmithing" that I actually could upgrade my first spearmen
[quote]When you win a battle, move the victorious army onto the empty square [snip] I'm actually unreasonably bothered by this; go figure.[/quote] Nothing unreasonable about being bothered. I hate it with a passion that ONCE you have reached a bear's lair, it takes three months to kill it and another three to loot it. Just one of the many ways the game is slowed down more than I like.
Turns 82-92 The former Ducal Guard has it all worked out Turn 82: Warlord Verga led a couple of juggernauts across the border and headed toward Blackstead. The spearmen watched him slowly trudge through the forest, then use
I know that when I design units late game, I can choose the "acrobat" trait. I also know it is not available from the start. Does anyone know what makes it available? Note that I am not asking about the champion trait of the same name, the one that crowns the "Dodge" line of traits.
Heh. There goes the konga line of bouncing Juggernauts.
I absolutely agree with Heavenfall. Quickness is one that I always pick. Apprentice swordsman is another trait that looks underwhelming, but leads to very good ones later.
The phase that just ended was a peaceful one, so I have only a few remarks. 1. The combination of Blindness and dodging troops is very effective. You do not really need fortify except against the scariest enemies... Storm dragons are the only thing that gave Ceresa's little army any trouble - by the time Ceresa got through the dragon's magic resistance, it had actually landed a few blows. Not that it mattered much against level 8 troops. 2. There'