Nope, never seen the sense in frustrating myself that way. It's a single player game. If I screw something up, I reload. I can't do that in real life, but often wish I could.
fenwe
I recently played a string of starter games trying to figure out how to start playing again after a hiatus. There was always at least 1-2 AI kingdom deaths before the 30th turn. The AI is waking up deadly mobs and then being eaten. In my current game I have 'defeated' two sovereigns and both of them was so riddled with wounds that they were useless. I feel bad for them.
Thanks much! Does anyone know how the system requirements scale with map size? I have a beefy system, but folks who try this may run into problems.
Diplomacy is the art of convincing the other guy that your club is bigger.
Thanks again folks, the salted pork and extra unit(s) let me get over the hump. Someone needs to tell the AI to do the same, because 2 were toast by the 25th turn.
Thanks folks. I hadn't thought about the salted pork.
Hey folks, played Beta for a while. I took a break to play XCOM:EU. I'm back again. I'm having trouble leveling my heroes. My standard policy is to start questing/monster slaying with my two starting heroes and then splitting them off with trained units. My problem though is that other than Mites/banished Ogres, most critters are eating my heroes. I'm currently playing on Challenging difficulty. So how are you guys doing it? Thanks in advance.
Using default starter world settings, AI on challenging. Currently playing 3rd game. So far the AI hasn't been able to get out of the starting gate. In my latest, three of the four AI opponents have bit the dust, the first two fell in the first 30 turns or so. No idea what is killing it. I'll admit though that in my latest game I have packs of 'strong' critters roaming freely as well as three Ashawake level 15 'deadly' dragons. If they run into me I am reloading previo
One of the problems with reduction of crit damage is that you are basing it on very high level heroes. I personally don't play just with heroes and I don't spend three levels getting the potential trait. I fully understand that I'm not min maxing. Now if you want a to introduce a damage soft cap when you combine all the skills, then fine, but if not then just capping the skill will be detrimental over all. I have an assassin on a warg in my current
What is 'funny' here is how critical some of you folks see essence. I look at it as a bonus. I imagine Ctrl-n must be used often when you folks first start a game.
I'm flexible. My first will generally be a town, unless when it pops, I haven't been able to settle another spot, in which case it becomes a fortress. Unlike most folks, I actually produce early troops and the bump in level helps.
[quote who="Yazari" reply="85" id="3241980"] I am only providing an observation that as monster aggression relates to Cities and Towers - it may not be quite as one-sided as it first appears, at least in the case of slags. (albeit, it is not intuitive and there is no way a player would know a slag is relatively safe to build nearby).[/quote] Yea, I did pretty much what you did, including the cheat to see the map as provided by Mr Frog and saw the following: 1) Woken
[quote who="Frogboy" reply="63" id="3241533"]The theory is that it's related to simultaneous turns. That is, the monsters move at the same time the players do and monsters are only allowed to move 1 tile per turn (not sure if anyone noticed that before). So they tend to end up where the AI unit was previously. Whereas, a human, being slower, wouldn't get their unit out of the way in time. So even if I explicitly target an AI unit, the monster might have trouble getting him.
[quote who="Frogboy" reply="11" id="3240271"]The monsters don't treat AI units any differently from your units. I know it sucks when you get killed by a monster but the AI gets killed plenty as well just like there are times where your pioneer will walk safely by a monster. They are not picking on the human. If you saw the code you'd laugh. There's not a lot to it. A couple random rolls and a get closest enemy unit. Unless I put in code
[quote who="ddd888" reply="9" id="3238506"] Quoting fenwe, reply 7 Folks who need 'perfect' starting locations shouldn't play random maps. I think the way that randoms are currently being generated are fine and definitely better than they used to be. Thanks for the work on that, by the way. this is absolutely nonsense its not about perfect starting location is about having a balanced starting <br
I prefer offense to defense, Path of the Mage, Path of the Assassin, Path of the Warrior. It depends on what the champ starts with. A guy who takes a hit is perfect if he can 'taunt' the enemy to hit him, but since he can't, it isn't something I am going to pick.
Some of the bugs and balance issues are icky, but even with them, I find myself staying up late playing 'just one more turn'. I voted good, but it is a darn fun game to play.
[quote who="Frogboy" reply="5" id="3238440"]We're starting to put in pre-made maps that will be the default for new players. The random maps are supposed to be random. But I agree that they're not for everyone.[/quote] I like the random maps. It forces you to adapt to what you find, or don't. I ended up going to war in my last one because there was only one Iron node and she grabbed it just a turn before I did. No iron meant trouble for my mid game,
I'm not going to say that it might not need to be tweaked, but the cost shouldn't just be the value of the metal. The value you gain by upgrading a units 'stuff' is much more valuable than just the metal costs and that should be balanced in the upgrade cost. Besides, look at it this way, you are also paying the cost for the unit to retrain to be able to make best use of those new items, instead of tripping and falling because of the weight or stabbing the guy next to
Hard caps are not at all fun. If I want to bank my mana for that upcoming war I have planned, then that is a strategic choice I should be able to make.
I haven't been a round long enough to argue about 'snaking'. What I do care about is that if/when my city grow enough that I start bumping into forests or rivers, I should be able to build the appropriate natural resource. It just makes sense. Heck, why can't I build piers when I'm up against the ocean tile? Oh, and I auto place buildings.
I had three spells firing off in relatively quick succession. Titan's Breath (from young demon)(all enemies blown back a tile, knocked down, Mass Curse, Horrendous(Hideous?) Wail (awesome creepy scream that does damage/half if resisted). The Champ casting the Mass Curse would end up with his action bar missing. I do not know if it was because it was his spell or because of the wail, or some combination of the affects. It happened frequently, but not consistently. The AI was sending cannon
[quote who="Derek Paxton" reply="1" id="3236189"]Hes flying, thats intended.[/quote] The problem with him flying is that combined with limited visibility, is that it makes it impossible to move a stack of medium strength troops to defend the city.
When casting or using a spell that affects all units in Tactical combat mode, the champion action bar disappears. If you select 'auto' then stop after a round of combat, the bar is back. It doesn't happen consistently though.