peter86262

peter86262

Joined Member # 4906785
2 Posts 13 Replies 295 Reputation

BlackRainz, great work I like these changes. One suggestion I have is regarding tax brackets, specifically that the lowest brakct gives say 10% tax income for 0 unrest. I find the gold generation aspect of the game massively under-utilised, particularly in the early and mid-game. It's hard to overcome the disssent penalties and I (I think most players) favour low dissent over gold production to get more production and research. It means that the benefit of towns aren't properl

168 Replies 403,657 Views

[quote who="jutetrea" reply="11" id="3343007"] Is the mechanic +5 accuracy and +1 attack per Unit or per figure in that Unit? i.e. would 3 groups of 5 provide +10 accuracy and +2 attack to the attacking unit or +50 accuracy and +10 attack? [/quote] I'd also like to know the exact mechanic. My experience suggests that swarming is very effective (particularly with wolves etc) and so it's more than a mere +1 to attack for the stack. Th

32 Replies 37,621 Views

Agree entirely with the OP and have made similar posts before. In that list of spells you should also include Wither: with enough death shards you can reduce pretty much any trained unit stack down to zero attack and therefore its possible that a single spell can effectively take out the entire stack. I've used this tactic to win on Insane difficulty levels. There are two separate but linked issues here: 1. The convert shard ability is too strong. It allows you to 'bre

7 Replies 10,304 Views

The changelog indicates that the base production per material has changed from 6 to 8, but in my version seems steadfastly stuck on 6. Anyone else seeing the same?

1 Replies 5,246 Views

[quote who="Kongdej" reply="11" id="3313898"]Have had a random 4 essence spot twice, some time ago... They do happen, but only on abundant resources (sets minimum resource distances to 2 tiles, so the essence boost from a shard and an ogre lair can overlap). 4 Essense cities are amazing when you happen to be playing Pariden... Sincerely ~ Kongdej[/quote] Ah so that's how it works. I remember seeing a 3 essence tile bump up to 4 essence when I cleared out

13 Replies 17,532 Views

Diarch, I think the concern that prompted the pop cost for pioneers was that thet tactic of spamming out as many cities as you can, as fast as you can, was just far too effective from a power perspective. More smaller cities beats fewer bigger cities every time. Part of the problem is that most of a cities advantages are gained on attaining level 2. Getting to level 3 and beyond takes along time (particularly for non-towns) and doesn't really add much - one special attribute

31 Replies 110,541 Views

[quote who="sjaminei" reply="3" id="3313848"]What speed do you play on? I've relied on Paragon to beat Insane AI since I never get to build any units capable of fighting them in time. Also it seems Empire is OP? Sacrifice for mana, blind, infection etc. What does the poor Kingdoms have going for them? [/quote] I play on normal speed. I haven't played any games on Epic, not sure what difference that would make. It might help, as it would slow down the AIs tech

6 Replies 12,706 Views

[quote who="Nibelung44" reply="1046" id="3312529"]has anyone tried the mod with 1.20?[/quote] While the mod works, the change in 1.20 to pioneers costing 30 pop doesn't apply to the custom Stormworld factions, ie they cost 0 pop as before. You'd have to mod the expandedfactions_units_core.xml file to include the pop cost for each of the Stormworld pioneer units. I haven't been up for that just yet...

1,118 Replies 2,452,210 Views

So I've been playing for some time on insane/insane difficulty level and thought I'd share my experiences, and see if others also play at this level. I lose most games so I've obviously got a masochistic streak [e digicons];P[/e] . The AI's production and tech advantages are enormous, such that by the time you come into contact they will have a power rating 4 to 8 times your own - meaning they quickly declare war and you are soon warding off stacks of 7 man units with

6 Replies 12,706 Views

Has anyone had any success in getting this mod to work with 1.12? I tried once and it didn't work but it's possible I stuffed it up.

856 Replies 2,034,938 Views

I like a lot of what UncleJJ and Vendetta have said. A big part of the problem is that cities can access 90% of their power on reaching level 2, which takes very little time. Getting to level 3 and above takes an age (particularly for Fortresses and Conclaves - I've never had one of these go past level 3 from scratch) and adds very little. I like from a flavour and a gameplay viewpoint the reward from investing in and building up prime cities that form the core of your empire.

40 Replies 111,927 Views

Many of these are repeats but I thought I'd post them to add weight to what others have said. 1. Pathfinding. The cursor becomes "unstable" when you're trying to navigate around mountains on the strategic map and it becomes difficult to select the tile you want. If you're a bit casual and click quickly, it can somehow select a path that sends your unit off in a completely different direction. Having a double click system, once to layout the path and once to actually move,

221 Replies 587,939 Views

I agree entirely. I mentioned in another post that there is a similarly silly stacking effect with some spells, i.e. cast Tireless March on 9 units in your army and voila, +9 to move. It really is a bit silly and the fix you mention of allowing the bonus to apply just once is a very common one. Seems like a no brainer to me.

7 Replies 46,262 Views

kmkenpo, If I read your post correctly it seems that you don't wanted Jugs changed because you like the challenge of defeating a powerful foe. Fair enough, that's a good point. However, the trouble is that Trog players can build Jugs and as a unit/strategy it is massively more powerful than many (most?) others. You rush the appropriate technology, churn out hordes of Jugs because they are cheap to build, and generally win the game. The game loses a bit

13 Replies 9,415 Views

First congrats on a great and addictive game. Another area that needs looking at from a balance perspective is the stacking of different abilities and spells. I haven't checked this thoroughly but I believe that most abilities/spells stack, rather than just applying once. So for example if you have five heroes in a group and each has Tireless March, the entire group gets +5 to movement. I believe it's the same with abilities that add to experience, defense, dodge etc.</p

12 Replies 49,794 Views