Bump for interest.
rowyerboat
Here's something I noticed recently that I really like about the game. As I've built up a handful of custom factions, I play against them regularly now. And for the first time I noticed the AI building a unit that I had designed when playing that faction. Nice! I'm going to have to make a concerted effort now to keep the list of units clean, and not retire all the obsolete ones as the game goes on, just so the AI has access to them all. That said,
Yeah I wasn't comparing the AI as a whole, just this one particular "countering" aspect. And I ended up having to play MOO2 on "Impossible" to get any kind of challenge. Interestingly, I don't think I ever really used the Ion Pulse Cannon. I was a Graviton Beam/Pulson Missile guy. Not to derail the thread, but I will add that the mutually exclusive choices you had to make on the take trees was a great mechanic. In a complex game like this, I'm sure
OK so after a good number of games under my belt, there seems to be a pattern emerging from the matches: stacked AI armies in full plate melted into stinky goo after 1-2 turns of tactical combat. Or frozen solid, take your pick. This wanton destruction usually comes in the form of a powerful mage or a dragon. In other 4x games, Master of Orion 2 and Endless Space come to mind, AI opponents would actively counter whatever type of offense you were beating their brains in w
I can see darkiemond's point about already getting plenty of XP, but I agree with GFireflyE that it's pretty lacking compared to monster XP. The main problem I have is that I tend to split my champs up about 2 per army; if one army is attacking the AI and the other is, say, clearing out Wildlands, the Wildlands army/champs will be getting FAR more XP than the one actually defending the land (or more likely, attacking). Seems like taking out one of your enemy's
Seems to have worked. Thanks a bunch.
Thanks for the suggestions. It sad one file had to be replaced, maybe that was the problem. I also turned off the Cloud. Hopefully this works; after I posted it started doing it about every other turn. :|
Happened again, seems mostly to happen when I hit the "Turn" button.
Alright so this has been happening pretty frequently, although there doesn't seem to be any rhyme or reason to it. I could be doing just about anything and the game just locks up. When I close it I notice...every time...that Steam updates the game. It isn't much, takes about two minutes. One time I had an error message about my save files not being synced properly with Steam's; I feel that's somehow related. Sometimes even if it doesn&#
I really like this idea. It's a little bit like the Antarans in MOO II, but even better because they're always there. The "nodes" that determine their "territory" could be as simple as monster lairs. You could beat it back by taking out the lair and maybe placing an outpost. As you got further toward the center of the wildland, you'd have tougher groups of mobs and of course the boss. I also think they could certainly send a lot more groups of mobs ou
At first I favored warriors but now I have to say I like the assassin a bit better. You can make them extremely powerful with a build like MoRmeNgIl's, but even without that I think they hold their own. They just have more "spikey" damage due to crits compared to a warrior's more consistent damage. Furthermore, defense-penetration scales well late-game. Their damage mitigation mechanic (dodge) is also "spikey" in nature, but you can raise dodge to truly ridicu
There aren't any dwarves either, but no one's worried about that, nooooo....typical. ;)
Also, if you make a new faction and give it the same name as the old one, it will save over the old one. Did this several times to tweak little details. Edit: Guess I just scanned your post the first time and didn't see you had three factions with the same name. That's weird...mine definitely saved over the old version. But then I've had a few buggy problems with the synching...
Just my opinion on the shrills; I have been playing on Hard/Expert and don't recall ever even having a close fight. They only do about 2-3 damage with each shot and, for me, don't seem to focus fire often compared to ranged units in a faction's army. Then they go down in one shot from anyone once you get to them. And water shrills will just sit there and spam slow on units that are already slowed... Sure, I wouldn't take my Sov and two starting
One last update: On the second try, Pariden didn't use any spells besides Freeze. I was all cloaked up anyway, and needless to say I steamrolled her down to two cities and she surrendered. I looked at the mana chart after the game, and it doesn't appear that she would have had nearly enough mana to blast me with all those spells. So it seems something was wonky that first time... Cheers and thanks again for the feedback.
[quote who="GFireflyE" reply="14" id="3378636"] I question I have is why were these stragetic spells not being cast throughout the rest of the game? Why now at the end only when you have only one faction left? Is this the first time you've approached Paradin? Were you unaware of the potental damage strategic spells can do? Is there inconsistency to when these strategic spells are being cast?[/quote] Yes to the first three
I posted just as you were merlinme, thanks for the suggestions. I guess knowing what is about to happen, I can go back and try something a bit more coordinated. Still, my gut feeling is that Tornado shouldn't be so easily spammable.
After some thought I guess fire- or cold-resist cloaks would be an answer, but without knowing which spell was cast (could be falling star or vetrar's howl, at least) I can't know which cloak to get. In fact she could have access to both, and probably does. And it doesn't help against the Tornado spam. I know for a fact she was casting 2-3 Tornadoes every turn. Heck if the AI was really smart it would have just run out and picked off my scattered and immobi
Right, but the dragon had 240 hp by itself...other units had probably about 100 each or so. And while yeah, two of my armies were close enough to get hit with one spell, the rest were not. But I agree some kind of combat log would be incredibly helpful. I just saw the screen light up with fireworks when I pressed the "turn" button. Could have been 15 spells for all I know. Either way, still seems unbalanced without any kind of counter or spam-pre
That was definitely part of it, but at 18 damage + 3 per fire/air shard it couldn't have been more than 30 or so damage per cast...unless you can cast it like 5 times per turn (?!?!?). And if it was...that's certainly OP.
I was going to answer some of your questions until I read ManiiNames' exhaustive and excellent reply. Only thing I'll add is that Prisons do indeed stack their -10% Unrest bonus. Further, the level 5 Fortress has an option for -30% faction-wide unrest (Onyx Throne i think it's called).
Air (really, any) shrills are far easier than their rating.
First post here. So. I was mopping up a (theoretical) victory on Expert, having wiped out all but Pariden on a medium map (Curgen's whatever). I had destroyed the bulk of her armies and she had...lol...sued for peace. She was down to about 5 cities, and was hiding all her champs in one of them (I had killed them all recently). I have 5 full Deadly/Epic armies marching down several of her last 5 cities when suddenly BLAM BLAM BLAM BLAM BLAM some combo of