I use outposts extensively from midgame onward to lay claim to clay, crystal, and shards. Sure it slows city growth, but the strategic choice is worth it. And now that I captured Deorcnyss in crushing Yithril, I'm going to turn the silly place into a pioneer factory.
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I've never garrisoned my cities. Armies are for fighting with.
Scaling has been a problem in war games since forever. I won't say how long ago it was, 'cause it's embarassing, but I started out with a book called The War Game by Charles Grant. He set out to create a horse-and-musket era tactical wargame from first principles. He got a bunch of re-enacters together and figured out marching speeds, shot off muskets as a simulated target to see how many balls hit at what range, and did similar experiments to get the basic data,
That sounds like the one.
I saw this awhile ago. One of the factions (or is it a quest thing? been awhile) has a unique, very good city enchantment that is dual-propertied and shows as two enchantments on the ledger. I forget which enchantment it is.
Perhaps a more-elegant solution would be to have the system pull items from a table without replacement; e.g. once you get the stupid stone mace once it doesn't pop again so you never, ever, ever, ever have to look at the damn thing and read the joke, mildly funny the first time, annoying the second, and now as horrible as an innocent little girl in a scary movie who you just know is demon-possessed... Sorry, I get carried away sometimes. Point being, pull items fro
While it always seems to me to cost absurd amounts of gildar to pay someone to go to war with whoever I'm currently annoyed with, I'm not proud about paying tribute. The AI seems to accept ridiculously small amounts of money to leave me alone and let me continue building, researching, and scarfing up resources for another thirty turns. If it's someone really obnoxious, I'll track the countdown of the tribute truce and make darned sure to pay him off again. </
I was in the middle of an exciting game as Capitar, had to call it a night. On reload this morning, all the monsters, and all the Empires, are missing; true in my quicksave file as well as all the available autosaves. How can I send you the save files?
Thanks.
Has anyone used crossbows much? How hard is it to line up your shots to take advantage of their unique ability?
I tend to disagree; I'm only toward the end of my second game, but combat is already starting to get tedious. I think adding some tactical complexity would improve replayability.
...and even if you're building high, not wide, you want lots of pioneers to control shards and resources.
How do people manage taxes? I've looked at raising 'em sometimes, and the unrest hit seems ridiculous, so I've never pushed it. Has anyone analyzed it, been systematic about working on the cost-effectiveness of altering the tax rate?
/agree. This irks me in a minor way -- but it irks me all the time .
In battles against frequently missile-heavy AI armies, Guardian Wind more than pays for the price of admission.
How come you didn't punch-out Resoln during your first war; when Ceresa was wounded in Hagudst? Diplomatic penalty? Hagudst was an awful nice city; and strategically, it's so in the way. I like the very systematic way you run your turns, going through each unit. When I played Kraxis, I was never very impressed with the efficacy of the fortifications; they only add something like 20% dodge, which isn't much if the troops don't
I played the scenario as an intro to LH, which all the message-board traffic had made me nervous about. It was great; I liked the plot and the geography and the whole thing. Would love more similar content.
Second that about unit diversity. I'm quite a casual player, still on FE, and playing through the factions. Played Resoln for the first time and was diddling around with all the goofy demons. As I passed demons down to lower-level heroes, I ended up with a rather lame hero with an army containing 4 varied crow demons, a fire thingy, and a small archer group that was all I had to throw between my homeland and a raging mob of trained troops. It ended up being a hoot;
It seems like a simple, consistent fix (not that I've seen LH, so maybe not) would be to add skills to the summoner tree that would increase the summoning cap as you go along.
I'd love to be able to customize setups, but it's nice to have battles start at varying, unpredictable ranges, from Agincourt set-piece distance to knife-fight close. Adds another element of risk and unpredictability to the game, and is again, realistic; the best-laid plans gang aft agley. Of course, if one were optimizing coolness, then a Commander-type maneuvering skill would allow competing stacks to vie to choose combat battlefield size / range.
I'd like an option for the UI bar to display foreign units in my territory, not just enemies.
I agree with the 'upkep' cost in horses or wargs for equipped units, it's realistic, those delicate animals were expended in training as well as in battle. It's also not unrealistic to expend mounts to increase movement in an emergency; they're called 'remounts' and their availability has limited the strategic mobility of cavalry units since forever. It's doubtless beyond the scope of the current game-system, but a hero ability in a command
To some extent having it early can make the game more interesting; it recently forced me to go to war with a power I really wanted to wait longer on when I saw the towers going up.
It might be realistic, but I kind of hate that. Turns invasions from blitzkrieg into the Western Front of 1916. Which is more fun?
Can't even kill it from 'processes.' Grrr. Where are the crash logs?