hedetet

hedetet

Joined Member # 4617451
8 Posts 195 Replies 769 Reputation

Animate Terrain - That mountain you created to wall off a shard? Turns into a mad rampaging Torax. Vortex - Your very own Bermuda Triangle. Perpetual Darkness - Make things go bump in the night. (Reduces sight by 1) Locusts - Starve cities that happen to be in its path. Soulnado - Wrench the souls out of armies and cities with this randomly wandering horror, creating undead in their stead.

24 Replies 43,526 Views

More terrain manipulation that could be fun: Curse lands Create Antimagic zones Create Teleporter gates Curse resources (e.g. to consume 4 logistics instead of 1) Terraform useful tiles into low-yield types Create forests/swamps/hills to obstruct movement Create monster lairs / demonic gates Upset a monster lair guardian so it goes berserk and looks for something to kill

24 Replies 43,526 Views

Another thought - maybe instead of lowering the Doom Counter, it raises the goal. So visually the bar gets set back, and it delays the lose condition by the same amount of turns, but in terms of actual power wielded by the SK, there is no change. (and presumably when the SK reaches 500 he should be quite overpowering anyway, so it won't last much longer)

10 Replies 61,974 Views

The Doom Counter controls the SK's power level (level and type of units spawned). If this is reduced, the game becomes easier, and eventually you will be able to bring it down to 0. I'd suggest that instead of lowering the DC, it halves the rate at which it ticks.

10 Replies 61,974 Views

I was also surprised by Vetrar and Delin, their huge attack and defense ratings make you think you should hold off until very late game before tackling them, but they go down surprisingly fast. Let alone if they wander into an area dotted with outposts. I guess this will improve as the SK starts casting spells, healing and buffing his lieutenants. Those fights should get extra attention from him. -130% mana was fixed in latests patch I think.

3 Replies 16,287 Views

I definitely want to see the SK throw you more curveballs, like casting global spells, dismantling your outposts, permanently destroying resources, sending his lieutenants after you accompanied by a Stack of Doom, recruiting champions of his own, and so on.

44 Replies 114,538 Views

I always thought it a bit strange that the SK would let each civ keep a city - seems quite merciful. Then again, maybe he just got bored of the mop up phase? As for the intangibles, I'm in favor of clearly communicating effects. Keeping them hidden just causes confusion. I also like the idea of using them like resources, which goes hand in hand with that, I imagine. However, I think it shouldn't be spelled out when choosing quest replies. That's what

44 Replies 114,538 Views

What Steve says reminds me of a similar issue in Divinity Original Sin where you end up gaming your moral choices for the bonuses. This might be less of an issue though since the rewards are resources - as long as their use has some flexibility! Ideally each resource should have one of 3 possible uses so you don't feel straitjacketed into particular choices as a result of your particular strategic situation.

44 Replies 114,538 Views

More serious now: Stick with elemental, you've redeemed it and it's what caught on. For the FE line - Elemental Empires For the SK line - Elemental Tribulations E.g. Elemental Empires IV: Spastic Civilizations Elemental Tribulations II: Raunchy Illusionist Ok, that last part wasn't serious after all :p

35 Replies 223,461 Views

1. My outposts killed Aegeroth (the fire lieutenant), but I didn't get his key 2. Is the AI supposed to attack outposts? Seems to refrain from doing that 3. I set up a wall of fodder to stall the AI's advancing armies, and it ignores them all. Furthermore it seems to have locked up the pathfinding eventually, as I can't move any units. You can grab the save here: https://

0 Replies 4,341 Views

I think the takeaway for Stardock is that even if the design is objectively fundamentally different in terms of player/AI goals and how they affect things like balance, pacing etc, in practice players currently get an all too familiar feeling when playing. Don't forget that to a siginificant degree FE/LH effectively played as a PvE game too. The things that are different in this game are mostly not in yet, like the Dungeon Master AI, minor faction alliances, magic b

30 Replies 23,247 Views

I mean, it's pretty much shooting yourself in the foot, everyone should realize that. The benefits would have to be pretty huge for me to consider them, other than doing it for shits and giggles. Maybe something more interesting can be done if it affects others instead of you. Like the minor civs. Or other playthroughs through some meta-game magic. Or even other players that choose to take on a sort of light vs. darkness mode that is affected by the choices the comm

10 Replies 15,201 Views

[quote who="Kantok" reply="8" id="3497062"] Quoting hedetet, reply 5 For crowd-based platforms to replace journalists. Power to the people! Yeah, cause this wouldn't be a disaster. Just look at how the metacritic brigades descend upon any site that gives a poor review to

20 Replies 108,324 Views

Abilities wishlist: Polymorph Simulacrum Shadow clone Fists of Fire Meditated attack - bonus damage on next attack that accumulates 15% for each round you meditate on it. Make it exponential for added fun :D Hurl foe Opportunism - auto attack adjacent foes who attack someone else, with a bonus to hit Snatch arrows - lowers missile attack hit chance for you and adjacent squares Deflect Blow - next attack on you will random

69 Replies 76,242 Views

[quote who="Frogboy" reply="33" id="3494513"] [e digicons];)[/e] Yea, this is a game for the AI. You are there to entertain the AI. [e digicons]:D[/e] [/quote] I hope it doesn't mean the AI can load saves :P

62 Replies 68,549 Views

He said a week ago that EA was less than a month away. So probably EA early or mid October :)

62 Replies 68,549 Views