There are some ways to go: - Use the ship. - Build outpost and cloudwalk. - Start a war. - Stop torturing yourself.
geniusisme
[quote who="coyote303" reply="46" id="3641330"] We'll have to agree to disagree. This ability allowed me to roll through my enemies in my last game. [/quote] It just could not happen. Without this ability you would be able to target shots by yourself, or even use archers ability to shoot multiple enemies. Looks like you've rolled despite the shoot-at-the-start-of-battle ability, it is very possible.
If you look for spiritual successor of MoM (I mean truly spiritual successor, not the game that claims to be), then check out AoW. Also you can ask them why they don't replicate and rather doing something they like more :). SK is totally different game. Yes, it is fantasy 4x-ish, but there similarities end. As for why not to create 10 unique races and tons of spells, the answer is obvious: time. And time is money. Apparently, SD thinks that additional resources spend on thos
[quote who="Grakor456" reply="32" id="3589243"] since you're punished for cruelty points [/quote] May you just wasn't cruel enough? :) For sure, there are couple of negative events, and people join the SK in the final. But is it a real punishment? Does it somehow stand in you way and make your conquest harder? Doubtly so. But on the other hand, there are units joinng the cruel leader (nothing like Praiden enthusiasts, but still). And there is the game
This new feature seems nice, but stamina grows per action... So initiative just gets more OP. Also obvious thing to do - let maul consume 1 stamina each strike, and stop on zero stamina even after successful hit.
"send a save with setup showing failing turn move prediction". Are you kidding? This bug has been around for ages (it comes right from FE, or maybe even earlier). All you have to do - Move your guys up to the maximum allowed distance or more a couple of times and bug will show itself. There are actual streams on your channel where this bug is crystal clear. And don't bash on A*, please. This is very solid algorithm and it shines on much more complex tasks then
Short answer - equip the highest initialive unit with the ring. The long answer - if you want to use damage spells, you will need specially prepared unit for it. This means you will want a lot of spell mastery and spell damage items and enchantments on one unit, overwise most units are better spending their turn fighting. So you probaly need several mastery rings, ametists and cedarwood oil. Look for other possibilities to increase mastery, spell damage and initiativ
Just make reduce doomsday 500 mana for 20% or something. Player will be unable to keep it low, but will be able to freeze it in middle level spending payloads of mana. Quests and allies are ok, maybe just need tweaks to particular numbers.
Raiders are the trainable units. They accesible if you'be build stables. Choose the city (capital would go) with high essense cound, enchant with per essence enchantments (aura of grace/vitaliy/strength) and just build raiders. Then give them equipement (onyx rings, ogre-blood, some elemental defence), enchant them with courage and you can roll over anything. There are many steps to take, but one can skip some of them, especially on not-too-hard settings. Raiders are chosen because they a
He does cast spells, but they are even worse then the spells you have. So he better just attack with his units. And yes, SK is much easier on insane then it used to be.
Cannot agree more. I was always wandering why they desided to build all the interaction on humor, out of the sudden. While the rest of the game is not in a funny thematic.
[quote who="XWerewolfX" reply="10" id="3574919"] Dude, geniusesme, you realize that Adam probably knows more about this game than we all do, right? Listen to him in the stream; he knows his shit. [/quote] By the looks of things, no. I've watched almost all the streams and I've seen a lot of things that I knew exactly but Adam and Scott wandered about or were unsure of. And I have "just" 100+ hours in the game, while the guys play/think/develop the game
The fact that designer finds out how the game is behaving on forums is rather... amusing. I've pointed out that you(stardock) should play your own games before. And Scott concluded I was making fun of you, while the issue is actually serious.
[quote who="a0152570" reply="2" id="3574571"] raising the fame requirement only delays the problem [/quote] I see no problem with powerful unique units. Problem is they are relatevly easy to get.
The issue is there is five of them. Just give them enough ogre-blooded onyx rings and they are unstoppable. Courage and plain leveling up also have a very strong impact on their performance. But please, do not cut down their number. They are unique unit this way. May be fame reqirement should be higher and initiative could be lowered so player will have to invest in initiative instead of damage.
Nice to see that something different from raider spam can beat the game on impossible.
you can eqip raider with the right rings and he will become awesome spellcaster with HP and denfence and attack and probably with higher initiative then keplin or any other battle mage. And I agree with TS - there are stil too many bugs to claim game is 1.0
1. This was more than month ago. 2. After 30-40 turns you can have something better then soldiers, that's the reason of waiting in the first place. 3. Scouting is cruicial, but it's just scouting. Qusting needs army. And with a weak army you can just loose more DC if hero gets killed. 4. I play Insane only :) 5. Everybody says the game got much better now. I'll check after release :)
Wait my friend. Wait and hope.
They are quite rare loot. And mostly you'll have them form battling SK's forces, I believe.
With 26(on average) shards there will be a lot of pioneers. And on higher difficulty one needs additional strong outposts in choke points.
Hm, there is "faction" column in per-player info. And there is no Priestess sovereign in sovereigns tab. Is there a plan to add info about victory conditions fullfilled?
[quote who="Frogboy" reply="14" id="3560942"] @geniusis,e you kind of lost me with your GalCiv snark. Skipped the rest. [/quote] With this remark being vocal, is it supposed to be a huge loss for me? Anyway, with others keeping to bring good points, there are enough things to consider.
[quote]When GalCiv III got released we learned a lot. For one thing, we learned that the initial impression is made in the first 6 minutes of play through. [/quote] I hope you also learnt GCIII fails in providing good impression in those minutes. [quote] You have to explain to the player, immediately, what the game is about. And I can tell you, Asynchronous 4X doesn’t cut it. [/quote] I see no reason why it does not. Starting
Affinities give player spells, units and interfere with diplomacy already. But their impact could be still inreased, though.