Forum Replies Created
+3/4 damage, shield, +2 base res, can take advantage of crystal trees, extra 10 base health, more movement speed – this stuff doesn’t seem significant enough? The Phalanx is more versatile, more dangerous, and tougher than any racial pike except maybe a Shadowborn necromancer’s cracked out Royal Guards & Butchers.
I think you’re also underestimating basic mounted archers. All those racial cavalry units are nice and they certainly have their own advantages but a mounted archer is making 2-3 attacks every round (instead of 1) and taking maybe 1 hit/round from the target in return, they can flank the hell out of stuff, don’t slow your armies down, and are quite tough for units that don’t have to suck up a lot of hits.
I have little interest in multiplayer for this game (or most others), but even if you’re losing a monetary advantage by producing higher-tier units, you’re gaining a turn and gold advantage (or closing the gap) every time a high tier unit survives a fight that a lower-tier unit would’ve died in. Like Voyager said, this kind of thing can become important eventually. Or back when I still played MP stuff a lot it was.
Yeah, turns/cities/armies are all wrong for me now if my vote is counted as a particular (1st, 2nd, 3rd, etc.) choice. Results would be misleading.
This is fixed in the current beta – they removed Dedicated to Evil as a baby/queen vampire spider property.
Drac Wb are, in my mind, the convergence of 2 lines of eugenics, from Drac culture and WL culture, so Imho they should be the best Wb out there.
I propose extra hp OR fire breathe. That would make them land bound Dragons and give Drac WL a stand out unit.
Ofcourse it’d have to be more.expensive.
But that should make up.for not having such a good Massed Cav option.
I like this idea. Draconians ‘focusing’ on a unit that innately has regrowth makes thematic sense, too, on top of the eugenics thing.
Just want to note that Whispers of the Dead seems to grant 3 RP per tier of units killed.
Can’t express how excited I am by the Necromancer changes. Well, not without sounding like even more of an idiot than I usually do. Time to start a new game!
You get them from the Shadowborn Master specialization. You can almost always find this sort of thing by opening the in-game tome thing and searching for part of the name of what you’re looking for.
more serious use: fill his stack up with cavalry/fliers and have a highly mobile snipe squad
armor piercing and poison knowledge combine to form the biggest ranged damage stack buff of any hero, so this si also useful
A Rogue hero leading a stack of Mounted Archers can be a scary thing.
Stacks of the same unit is never a good idea. Mix and match, try to have at least one healer/support, one archer, one pikeman, and hopefully a flyer in every group. That way you are mostly ready for any neutral armies or single-stacks. If the enemy brings larger armies you’ll counter them with larger armies, anyway.
not when clearing! autocombat favors same unit stacks a lot, because the AI doesn’t consider group strategies very much. so a bunch of units that all actin the same way is the closest you can get.
Stack homogeneity can be really important for mobility too. A stack of Stables of Vigor cavalry or 3 Tigran + 3 other shamans is pretty sexy. Not to mention fliers.
You could give Wargs Devour Corpse. That ability didn’t exist until recently and seems fairly fitting for what that unit is supposed to be, which from the graphics is some kind of crazed feral wolf thing.
Also, Tigers need Pounce, even if it means taking a hit to their Defense score or turning them into T2 units. A Tiger should feel like a Tiger.
Carcharoth! and Fenris too. I like it.
I’ve said it before but I wouldn’t mind giving Tigers and Dire Panthers Forest Concealment too.
The only bit I don’t like about raptors is that they are Draconians’ only “normal” defense melee unit… and I guess that maybe Sun Guards seem too common at the moment. They’re pretty decent cavalry.
If you can threaten his throne city while he’s in the void, that also seems to make a difference.
Ex: I’d just kicked a foe out of his city nearest my domain, sending him into the void and probably half of his army to hell in the process. The first time I kept my army in the city to absorb or ghoul it nice and slow. The turn he came back from the void I of course buggered up something silly (think I accidentally declared war on my own vassal) and reloaded a save.
Decided to experiment – this time I moved my army out of the conquered city and towards his throne, leaving me 1 turn from his capital and him 2 turns from reappearing. Ended my turn and he offered to surrender rather than I suppose risking a siege while he’s in the void.
I only wish the AI would take into account allies and enemies-of-my-enemy for surrendering – but that might be kinda tough to program or maybe just not worth the time. Plus for allies to definitely matter you’d need them to coordinate.
I’m not sure I agree on Mark of Death. Turning a tactical defeat into a strategic victory is really nice. Expensive in research, yeah, I’ll give it that. Hard to forget trading a scout for a leader though.
More underground-specific settings: everybody wins.
* Except the poor joker that has to code them.
I’m almost certain the answer to this is ‘no,’ but I can’t quote any literature. I know you can’t switch a license for the base game from one service to the other.
It makes no difference in that case, If you have enough of an army to overwhelm poorly defended cities, you can overwhelm automatic defenses as well.
Automatic defense make job easier for both the players and AI programmer. In the latter case, the AI doesn’t even need to be programmed to place token defense in every city in the rear.
If the automatic defenses are so poor (you don’t seem to be referring to anything like the OP’s suggestion) that it doesn’t change the requirements for capturing poorly defended cities, what’s the point? If they are strong enough to change the requirements your statement is a non sequitur. If I have a stack roaming around in the hinterlands looking for soft cities it is likely because I do not want or cannot afford to take on that opponent head-on.
Nobody is arguing this feature takes away from single player games, because you CAN’T scout cap the AI. Only the AI can scout cap you and I am sure we all want the AI to have tons of fun.
I am, buddy. You most definitely can bypass the AI’s front lines and capture or raze his central cities. The AI, being merely nonsentient – not moronic – doesn’t leave them completely undefended but his second line cities can be captured with a significantly smaller force than his front. I play single player exclusively and I do not want this “feature.”
Giving bonus to defender is nice, giving defenders is not.
Why is it not nice ? Explain exactly what gameplay value is there to force player to keep track of every single crow. you have dishonestly omitted everything about scout wars and how tedious it is to manage scouts all over the map every turn because that is the efficient way to deal with scouts, as opposed to leaving garrison in every city.
You clearly want pointless annoying activity in the game because it gives YOU an advantage.
Not leaving even a tiny garrison in backwater cities is a strategic decision the defender makes that allows the game to be more complex and interesting. What do magic garrisons add? Realism? I beg to differ. If you can’t be bothered to defend a city under your protection from being razed, plundered, migrated, etc., why should the inhabitants vigorously defend themselves? The new conqueror might actually try to protect them.
Can the AI surrender to other AI’s ?
I think I’ve read that they can not. As far as I know, the surrender mechanism was created to prevent games from dragging on long past the point at which the AI had already effectively lost to the player.
Like I’ve said though, my biggest personal gripe is with the illogical race/class-combos. I don’t see how a goblin theocrat is viable… do they even have religion? Or an elven dreadnought… nature loving, forest dwelling unicorn riders.. and cannons… don’t wanna forget them cannons.
I admit that it is moderately difficult to reconcile a unicorn rider with technomagical industrialism, but you don’t see how a goblin theocrat would work out?
Goblins are a disenfranchised group with a large population and high reproduction that is often forced to live in marginal lands. They likely have poor or no general education and a dismal economic outlook for the average goblin. That’s almost a caricature of a religious extremist’s background and nearly as much a stereotype of a highly religious culture. The wonder is how goblins don’t have a thousand theocrats stirring up trouble all the time.
On-topic: I like the idea. A possible balance factor could be to restrict some items – a Giant/Troll hero for example might be unable to use mounts.(to heavy), while a Dragon Hero might be restricted more (also unable to use weapons (no hands) and armor might not really be their size..).
However, you could keep the level up systems…
You said it for me.
I have no interest in mounts or other items that are merely cosmetic – I can think of a lot of better things for Triumph’s limited modeling resources to focus on. Most of the time the cosmetic aspects of a mount match the purpose or desired feel of the hero pretty well anyway.
Hatmage’s idea is more my speed. Add a ‘Menagerie” building (or option with some other building) to give heroes access to at least low-level mounts without too much trouble.
Again, I’m not interested in multiplying the number of items in the game by the number of races unless you can come up with that many novel items. Rewards being multiplied by the same amount (and then somehow balanced…) to make them useful would be a turn-off too. Keep the rewards concise, keep the items interesting and mostly useful.
No thank you. Limiting most items (that are already randomly generated) to a specific class and race is a lot like making “Sell for gold” the default choice.
The coolest, bestest, awesomemost part of the truly interesting magic items is giving heroes abilities that they could not normally obtain. Taking this idea out back and shooting it is a pretty extreme anti-fun measure in my book.
Very limited inventory (perhaps one item) for non-hero units might be something worth exploring in a future expansion but it would require significant thought before implementation. It could easily become quite broken in combination with MCUs and empire upgrades.
Pounce and maybe some concealment options. Possibly dependent on climate and terrain?
If this can be done without undue effort, I support the feature. It would combine nicely with the planned abilities UI improvement.
I wouldn’t see it as ‘the fireball froze him’ but as all of the character’s magic having cold/ice magic mixed in. Perhaps, like Gloweye said, the fire instead of coming entirely from outside, was partly fueled by moving heat from inside the target.
Gluttons. Gluttons are infuriating before I get my hands on a too-big-to-swallow T4 or very sturdy T3. Hard to melee, almost immune to damage from supports, and I rarely have much ranged physical damage in my stacks by the time I’m willing to clear lost cities.July 5, 2015 at 18:42 in reply to: Some cosmic events are infuriating early game and need to go. #215222
I don’t have a problem with any of the events. Most of them offer a nice change of pace when they pop up.
I can’t say I’ve had any terribly impressive cities so far; either I end up as the wrong race and unwilling/unable to migrate or the city is perfect… for some other class.
I didn’t realize that having several of the same type of structure will allow bonuses to stack, that’s really cool. This does bring up a question though. If someone has, for example, 2 Sphinx Temples (pikemen get +2 defense and Blinding Aura) does the strength of the Blinding Aura increase along with the +4 to defense?
Some of these cities you all mention sound incredible, having multiples of the same structure would make some super-powered units!
You can only benefit once from each mystical city upgrade you construct. You get the extra production, happiness, gold, etc. from each treasure site, but the unit enhancements and defensive bonuses only apply once.