Brainjuggler

Brainjuggler

Joined Member # 4869788
12 Posts 77 Replies 232 Reputation

The only thing I see missing in all of these lists: Numbers: on the city boxes on the left and the research bar in the corner - give me how many turns until its done, a little yellow bar is just too vague

221 Replies 588,057 Views

I'm playing MA with 1.2 and everything seems to work fine. I'm just worried about future developments (specifically, if this mod will have any).

856 Replies 2,035,270 Views

Soooo Sean is missing and 1.2 came out. I wonder if/when the vanilla game will catch up to MA. As it stands I still think MA has far better depth and balance, but for how long?

856 Replies 2,035,270 Views

I have seen unescorted pioneers walking crazy distances, parking next to various independant monsters for many consecutive turns, without ever being attacked This is a problem. I haven't played 1.2 enough to weigh in on the pioneer cost but I definitely agree that the decision to go with vertical or horizontal expansion needs to be a critical one.

31 Replies 110,555 Views

Is this still under development? I loved the theory and the direction it was going, but no word for quite a while now [e digicons]:'([/e]

856 Replies 2,035,270 Views

I don't understand the reasoning behind Mana Blast. 100 mana is a huge amount for a starting spell (could easily be ALL your mana). Especially when you can start with Flame Dart which is arguably better. I suggest switching Mana Blast with Arcane Bolt, which would make a much more useful level 1 spell. Mid-game Mana Blast could be viable when spending 100 mana to nuke a boss mob is worth doing (but may require balance tweaks). Edit: I've

856 Replies 2,035,270 Views

[quote who="seanw3" reply="333" id="3262928"] Try setting the world difficulty to beginner. This will prevent lairs from upgrading into massive armies.[/quote] Restarted with the world on beginner, wildlands and monsters on sparse, but the AI on normal. So far it is much more manageable, even too easy! Excellent! Now I know which settings to tweak. Awesome mod!

856 Replies 2,035,270 Views

I'm kinda torn on this mod. On the one hand I love the new tech trees, skill progressions, equipment balancing, reworked stats, everything except the new monsters. I'm not keen on watching the wildlings conquer the world, or a dozen packs of bandits with 50 attack keep me cornered on my little peninsula. And this is with the difficulty on "normal", the wildlings and monsters on "sparse." I think the spawn rates are just right in vanilla. With tweaks

856 Replies 2,035,270 Views

Ah! Thank you much! I live in China, land of proxies and firewalls, where we make sacrifices to porcelain pandas in hopes of getting youtube videos to load...

856 Replies 2,035,270 Views

Can someone tell me where in the xmls such monster behavior is controlled? Because "normal" difficulty has the right amount and toughness of monsters but "challenging" is a bit too much.

5 Replies 7,922 Views

Title says it all. Early game I just spam Pioneers until every last patch of grain is taken. Pioneers are vulnerable en route, but once I hit that "settle" button the new city is invincible and I can ignore every monster on the map. Is this intended?

5 Replies 7,922 Views