Azunai_

Azunai_

Joined Member # 4419615
15 Posts 566 Replies 11,540 Reputation

[quote who="SorcererFailure" reply="5" id="3450636"] Quoting Azunai_, reply 3 there are other examples of mega events etc. that completely shake the playing field - like a dreadnought invasion in gal civ half your cities flipping to AI control in one of the Call to Poer civ clones, but all of that stuff feels artificial and is - of course - very "unfair" to the player. if you mean the rebel event in galciv 2

49 Replies 79,568 Views

in my experience, the only games that manage to avoid the endgame boredom/mop up phase are games with very artificial special rules. for example, in Kael' s Fall from Heaven mod for civ 4, there was i game mode where you would have to play a civ to top score, then you'd lose control of that civ and be put in charge of the weakest civ, play them up to top score again and then switch to the now lowest ranking civ once more. that's kind of fun and refreshing for a 4x gamer frustrated

49 Replies 79,568 Views

not really sure about specific calculations but i guess it's tied to the in-game faction score modified by difficulty (probably based on the difficulty level and number opponents, possibly scaled to map size as well) and number of turns it took you to win. so basically everything that increases your faction power score also increases the final score at the end of the game and the trade off for maximizing score is higher base score vs. higher score multiplier (from finishing sooner) <

2 Replies 7,626 Views

I've never seen a 2/3/4 spot at the start of the game. i'd probably pick that one and make it a fortress. 2 grain is enough to get the city to level 3 with some moderate effort (afaik starting grain:food ratio is 25, so it can grow to level 2 automatically without any gardens/grocers/+food techs etc). level 3 is enough for a training fortress - level 4/5 are nice to have, but not required for a perfect training fort (you can still build other forts on high grain tiles later for unrest

30 Replies 45,562 Views

don't think a global ban on tactical buffs would help the AI much. it's a bit ridiculous when you're already steamrolling and the AI champs insist on buffing when half their army is already slain in turn 1, but at that point it doesn't really matter anyway. not wasting a few points of mana and instead do some insigificant damage to your killer stack probably wouldn't turn the battle around.

16 Replies 22,434 Views

don't forget ironeer blood - that's a pretty failsafe bonus (+1 HP per level and 30 free spell resistance) - your sov (automatically sharing the blood) will be weak for tactical spellcasting, but you can still use him as a great defender or warrior and pick his initial spell schools for the strategic spells/buffs. your troops will always be better quality regardless of available resources. Krax blood with their defense tile improvement is also underrated. i always found those

18 Replies 22,334 Views

hmm interesting. i actually don't find iron shortage that crippling. leather armor isn't that bad compared to chain and the hammer/mace weapons don't need iron anyway, so even without any iron you can still build some decent troops and don't really have to rely on suicide militia. shortbows also require no iron, so if you can at least get a decent fortress up and running, you can build a solid combined arms force without iron. lack of higher tier armor can be offset to some ex

12 Replies 12,390 Views

can't really rank death magic since i rarely play empires. my ranking for the other schools: 1. Life - no contest. healing spells are just too good, and shrink is a very potent debuff (possibly the best debuff in the game, except for a heavily water shard buffed slow). sov's call is probably the single best city enchant (IMO) and regeneration is one of the most powerful unit buffs (full heal between seasons) call to arms, crusade and deathward are just icing on the

45 Replies 53,562 Views

constabularies are one of the later upgrades to outposts - you can't directly build them in cities. so to build them, you need the tech for it (i think it's one of the mid/late techs in civilization tree, don't remember which exactly) and an outpost that is linked to the city. it's not undead specific - all factions can have those (that's also a way to boost growth of key cities for all faction, e.g. to get that high food fortress to level 5 ASAP for prison&onyx throne

23 Replies 93,029 Views

resoln trained troops aren't that bad actually. wraith blood adds 20 dodge, the monk robe adds another 10 and you can get another 20 if you pick the 2 dodge traits. if they get hit, they can't absorb lots of damage (which is a problem late in the game vs. an AI that stack the repeatable +hit technology), but against most monsters and early/mid game AI troops ~50 dodge units will take little damage (probably less than full leather armored troops with no dodge). they are definitely toug

41 Replies 163,280 Views

if you can't find decent spots with multiple essences, i'd still build a few conclaves on non essence tiles. most of their research comes from levels and the +% buildings (sage/cloister etc.), so they will be decent research centers even without the extra bonus from the alchemist. they won't generate a whole lot of mana, though. research is important and towns and forts are (almost) useless for research. follow the "rule of thumb" to build conclaves on essence tiles prefer

8 Replies 9,309 Views

don't know what's wrong with monsters moving first? i mean - the player practically moves last anyway, so from the human POV nothing really changes. you could perhaps implement it in an opt-in beta or one of your frogboy special builds and let players try it out. if it doesn't work, you can still go for a more complicated solution.

17 Replies 15,192 Views

as a simple addition to your formula, you should probably reduce/correct the amount of global unrest by 20% since effectively every city can get a belltower and townhall which provide -10% unrest each (and both are easy enough to unlock and build to make them generally available)

29 Replies 74,126 Views

isn't wither one of those spells that have both a strategic and tactical version - i.e. you can cast it on the map or (if a caster with the trait is present) in battles. i think the two versions have different mana cost. IIRC you can toggle the spellbook to show tactical spells, the correct price should be shown for both versions in their respective lists.

6 Replies 5,840 Views

key to using defenders is knowing when to attack and when to defend. when in doubt - always go for defend, i.e. pass turn or use guard on other adjacent frontline units. most of their toughness comes from the two defense while defending traits - combine those two with a shield and you have a guy with 40 or more defense 20 seasons into the game (for reference - that's about the same as the def bonus from a full suit of plate armor + tower shield). that's quite a big deal. most attacks

34 Replies 37,896 Views

70 years are 280 turns AFAIK (each turn is one season, i.e. each year is 4 turns). TBH, most of my games (except the few times i played on epic tech pace) are decided after about half of that time. they may not be finished yet, but the outcome is clear, so it doesn't really matter if i get more cities or what percentage of production my empire loses to unrest.

61 Replies 174,630 Views

the way you describe it, you played a very specific strategy in FE. playing with altar henchmen you can basically still play like this if you really want. one of the core changes of LH was to tone down hero levels and at the same time make hero development more predictable by removing the randomized trait options, so i think the removal of your preferred playstyle wasn't really a defender nerf but more of a general shift in game mechanics that hit defenders mostly because they happened to

34 Replies 37,896 Views

just played the old FE scenario that was ported to LH in the recent patch. btw, really liked how the champion based campaign plays out with LH champion game mechanics. Some things i noticed: - on the final map (chapter 9 to end i think) my city had 0/0/0 yield. reloaded the last autosave (before boss battle of the 2nd map) but the result was the same. (was still ale to finish the campaign, though, not like the city is all that important in a champion based scenario) -

0 Replies 2,810 Views

IMHO the biggest flaw of that 3% per city mechanic is that it's a static value across all map sizes. so it's pretty much negligible on small maps and at the same time crippling on very large maps. i never understood why the percentage doesn't scale with map size. even civ 5 (which is known for it's rather strict anti-ICS mechanics) scales the most important per-city penalties based on map size so you can have a lot more cities on large/huge maps. also, during the beta

61 Replies 174,630 Views

maybe that mod replaced the original faction definitions? not sure about the default factions, but custom factions aren't stored in Data\English but in My Documents\My Games\LegendaryHeroes\Race. i suggest you find out where the faction definitions are and take a look at the values in the tags i posted above. if they are different from the default, either modify them back to default values manually or re-download the files.

6 Replies 7,354 Views

seems to be 25 food per grain at the start of the game. there are yield modifiers in the XML file that defines the race (faction), i think your problem might be in those XML files. by default, the relevant part of the file should look like this: 1.0000 1.0000 1.0000 1.0000</A_MaterialsYield

6 Replies 7,354 Views

[quote who="MechaGodzill" reply="34" id="3397704"] .... Thanks. I had no idea that's how it worked. My problem is that my defender champion has such defensive bonuses; but if I don't play aggressive with my champions, this might result in my trained units suffering more attacks. I'm not really sure how I'm going to put this to use. but I'ma new player, so I'm still figuring out many things. Thanks again for clarifying [/quote] <p

47 Replies 163,854 Views

i disagree with the "useless defenders". in fact, of the 3 melee champs, defender is easily the most useful in my experience. i guess it's really a matter of playstyle, though. i generally play a "boom" strategy, i.e. devote minimal resources to military and focus mostly on expansion and development. once i reach a certain point in the game, my cities are good enough to support decent armies and at that point i start conquering the world and work towards a victory. with that backg

47 Replies 163,854 Views

it's pretty good for pumping out pioneers - grows quickly thanks to the high grain yield and has decent production. if you have life magic, slap on growth, if you have earth 3, slap on set in stone (double production at the cost of zero research). you lose absolutely nothing from keeping it at low pop, since its level ups don't really affect the yields. it's not really useful for anything else, since it lacks the fort buildings for training decent troops, the base research

11 Replies 23,511 Views

yeah snaking is a bit of an exploit. not really a major thing, though. i used it for a while, then went back to the default auto placement. not so much because it's unfair, but rather because i hated that awful look of tentacle cities ;)

8 Replies 18,888 Views