Kongdej

Kongdej

Joined Member # 4590945
160 Posts 3,335 Replies 21,948 Reputation

[quote who="reganomics" reply="19" id="3217487"]Since magic disiplines cost more now in .951, is this disscussion kinda moot now? Last night while trying to get my own magic based faction back, i was always short a point. Personally, i always use custom characters if possible, even if just for taste or cosmetics. [/quote] Not moot, mostly about factions I bet too though (Custom Factions). Sincerely ~ Kongdej

33 Replies 18,219 Views

Hi there, I noticed everytime I meet an Ogre Lair, the area around it was FILLED with 3 essence squares, so I thought something was fishy, then I saw an ogre and decided to attack, 2 squares next to the ogre was 3 grain and 3 material, and as I killed the ogre and walked into its square, they both gained 3 essence. Sadly I forgot to take a screenshot BEFORE attacking. S

8 Replies 3,127 Views

Hi there, noticed when levelling that the Charge trait had two different descriptions on the same screen. Tooltip says +3 attack and +3 move on the first turn, the levelup description panel says +3 initiative and +3 move on the first turn. Also notice how I levelled up before the game closed the tactical combat window... >_ Sincerely ~ Kongdej

1 Replies 892 Views

Hi there, noticed something odd when wielding the "Lucky" faction trait. That is it does not give the perk "Lucky" to units, does not increase dodge or accuracy by 10 on anything, but rather gives a +10% bonus to accuracy to every unit you own, even heroes. Sincerely

1 Replies 906 Views

I don't like the idea about unique abilities for premade factions, I would much rather see them made "properly". Although meaby with 20% more points or something (Hard with only 2 points... Want the Faction creator from MOO2) Would be very nice to see some balance in the faction creator perks though, could make everything more interesting allready. I think they should add 1 more ability to each faction, (3 picks) and balance out all the abilities. Another thing they could

33 Replies 18,219 Views

Faction: I play all factions, I (usually) play premade factions with custom sovereigns. (leaving my custom sovereigns for future AI's to play) Tech: I ALWAYS get the "Civics" tech first, then usually get first 2 warfare techs and all the way up to each 2nd line of civilization technology, slightly depending o

20 Replies 9,860 Views

I can't say I like this idea too much, only 2 factions are really hero dependant and would have some major bonuses over other factions, and also this idea would make luck even more important, since now you need both good city locations and the right amount of heroes, I have had games with 6 heroes near my starting area, some of them high level, but I will pay top gildar for a new city... >_ Sincerely ~ Kongdej

11 Replies 15,198 Views

They already have a mechanic that detects the most powerful weapon in a certain group, so how about the monsters just spawning with them or are upgradeable with them? Like the idea of using them for more than cannon fodder :P Hope that ogres and trolls one day will be better than wielding a big heavy useless mace :P Sincerely ~ Kongdej

4 Replies 27,789 Views

[quote who="Heavenfall" reply="30" id="3217366"]Chainmail is the game-ender, the bee-line target, the best tech in the game. It is wearable without mounts, makes you immortal to cutting damage (bye backswing axes/counter-attack swords) and strong against everything else.[/quote] Axes... you actually use those? O_o. I think the back-swing is rubbish in big groups of units, it will never trigger since one of the units atleast hits the target :S I would also like to see some more

60 Replies 184,569 Views

[quote who="GFireflyE" reply="7" id="3217341"] @CogBurn I use heroes to scout. Same movement. Better efficiency. Clears monsters. Does quests. Gains loot. @Kongdej Interesting point, though how much worth do you think you get by using your queue for scouts instead of pioneers? Or improvements? I'll grant that the scouts ability to ignore terrain movement penalties is a definate perk. The sight range less so. However, they just s

8 Replies 3,439 Views

[quote who="seanw3" reply="23" id="3217302"]That is essentially the problem. Too few beta testers have played the mid to late game extensively. So these issues are just now becoming popularized. One day a beta tester will research Weapons of War and discover a horrible truth. Greatsword and Maul are totally useless, despite being one of the last tech tiers in the game. Late game magical weapons cost less research and are leaps and bounds more powerful. Yew Longbow does 1-2 damage against chai

60 Replies 184,569 Views

[quote who="GFireflyE" reply="3" id="3217306"] umm...you build scouts??? I've got to ask: why?? [/quote] I do too, they have a better sight-range and ignore movement penalties of hills, forests, and swamps. I like to get an early scout out in the opposite direction of my heroes to get a clear look of the map. Sincerely ~ Kongdej

8 Replies 3,439 Views

[quote who="you28" reply="71" id="3217256"]Can i email them the save game ? I could put it up on a webserver I own for download but then I dont' want to post the url to the forum. The crash is trivial to produce; just move south towards the city (one turn) and kaboom.[/quote] You will have to ask the developpers for that. https://forums.elementalgame.com/415301 have an email address if you can't run the game, but do

71 Replies 26,420 Views

[quote who="Napean" reply="1" id="3217163"]Just figured it out. I had earlier set the scout to explore. Would be nice if setting a destination for a unit in explore mode would either cancel exploration, or suspend it until the player-specified destination was reached.[/quote] Agreed, the explore button is a bit... agressive... Giving new orders should cancel exploration. Sincerely ~ Kongdej

8 Replies 3,439 Views

[quote who="Frogboy" reply="2" id="3215945"]Yea, saved games are what made Galactic Civilizations II so good. It let us see how real people were playing the game. Plus, I just like loading them up to see how the AI is doing.[/quote] I dunno where to post them, so to avoid spam ill put some here. Its from the same game, in certain stages. I play as an expansionist pariden (ok I am always an expansionist), and trying to do silly stuff with the new inspiration se

71 Replies 26,420 Views

Hi there, Wanted to make a post about the balance in the custom stuff, but wanted to probe people first to ask what they prefer, so if have created a custom sovereign yet, (0.951) what traits did you take, background, weakness, and gear (and faction of course). And how well did it work to your expectations, if you made a custom faction, please include about the same information for the faction :D Ill start with my own custom sovereign Faction: Pariden Magic:

4 Replies 2,418 Views

[quote quoting="post"]I understand you want to reduce the number of cities in the game. However making no locations to build is not the way to do it. If you want to limit cities then put in a can not build within 5-6 tiles of a city, outposts have that with 3 tiles, why not cities. At least then a player would get a choice where to build even if it is only a 3/3, at least it is something for a city. [/quote] Cities have that too, which is why a lot of the fertile locat

8 Replies 12,554 Views

[quote who="seanw3" reply="17" id="3217010"]Actually weapons are weaker than armor. There is an assumption by the devs that units will be using attack bonuses from the unit design tree. So armor is balanced to work against a three trait enemy. City militia do not perform well because they have no armor and no traits. They only have as good of weapons as you have researched and bows are drastically underpowered. I think even giving them the latest breastpiece would go a long ways towards a fai

60 Replies 184,569 Views