Forum Replies Created
May 25, 2015 at 17:11 in reply to: What's the consensus on the Dreadnought T4? Does it need a buff? #204590
I’m not saying the Juggernaut does or doesn’t need a bit of a spit shine but I think it is important to keep in mind that the Eldritch Horror, Dread Reaper, and Horned God are all summoned T4s, not produced.
I think I remember someone’s proposition for a ‘deploy engineer’ ability getting some interest from Tombles, for what that’s worth.
Seems completely different than Dread to me, but hey.
I think they largely meant that the theme is very similar to the Dreadnought, even if it is very different mechanically. The ideas are interesting but it really stomps on the dreadnought’s thematic toes.
Is the RG1 choice for dwarves that different from other RG choices for other races? Several of the +mana economic RG choices seem like you’d almost always pick the military RG when playing a warlord or dreadnought. The Dwarf Eco 1 RG might be the only one you’ll never choose without an underground but there are others you’ll probably never choose in their own particular situations.
You’re also choosing to use a race strong in the underground in a non-UG map. Not to mention that the underground improvements are liable to make people generate maps with underground layers more often, no?
I seem to have got a serious problem after downloading the newest beta patch. There is no DLC content in the game and I am left with the base game! The interesting thing is that I can load my save games with all of the DLC content. Before the latest incremental patch everything worked normally until now. I have not changed my account, have not copied/moved anything. Somebody please help me!
Have you tried opting out of the beta and then opting back in? Might be worth verifying the game cache after doing this, too.
Are we talking about autocombat balancing again – or do you want to tell me that the game should be balanced that way that new players automatically can’t make any mistake?
Get off my case buddy. I was sharing my observations as a new (IE unskilled, AKA the majority of people who buy most games) player. If you want to twist that to make it sound ridiculous I don’t have any interest in discussing it with you.
It’s strange that Eldritch ANimals is considered to be not so desirable. The fast flyer stacks you can build are incredibly effective in more than one role: Rapid Reaction force, Scout killers, skirmishers…
The flier was the only good thing it had going for it, I think. If you compare the stats of the Eldritch Animals to Phantasm Warriors, they are much much worse.
As a new player it is crushing when the unit I just spent two turns of not-casting-anything to get dies in its first fight. If the unit had been produced in a city that would be one thing, but the opportunity cost of a summoned unit is much higher. Not to mention the 12 mana/turn upkeep – that’s pretty rough on an early economy when you have a handful of other summons and an enchantment per city.
Gap in the flames. Tripping into a convenient hole while the wall of fire passes over. Nearby object that is a better ground for the lightning than a halfling. I could go on; I’ve seen this debate in the past with other games of all sorts about saving throws, other luck mechanics, tests, resistance, etc. ad nauseam.
I don’t know about game balance but halflings seem to pay a lot for their luck.May 21, 2015 at 19:45 in reply to: Suggestion: Able to choose a different starting race then leader. #203361
But with that said, powergaming in MP, would be a factor to keep in mind. But if the Key issue is Dwarves. Maybe come up with a lore reason for “Dwarves only lead Dwarves.” Then let the other races out to play.
Or you could just balance the racial bonuses leaders get. Give a bonus somethingorother to leaders of the races with weaker base traits.
This bridge was within the domain when I cast the spell – you can easily see the earlier domain boundaries due to the spell’s other effects. I do remember that the bridge was out of my sight radius when I first cast the spell, though I have no idea how this would affect it.
Other bridges from the same game also fail to be removed via Warp Domain. They already run from southeast to northwest, so they don’t seem to change orientation.
Oh no, not Killing Momentum. It’s Killing Spree
Oh my, yeah. Bit of a difference. XD
Thanks for the answer, guys.
I was expecting something like a light version of “Call Beast Horde”: one animal summon per turn for 3-5 turns or something like that.
If it is just one summon per combat, don’t you think it is a little bit underwhelming?
I’m not sure how much more the Horned God needs with the new Entangling Strike.
Finally, you can’t see it from the screenshot, but no-one’s mentioned yet what happens if you manage to level it up
Oh! Killing Momentum. So yeah, I’m definitely feeling the “sucker punch” thing. Let the Horned God move on and CC more while the boar takes advantage of things that can’t retaliate. Pretty cool even if it doesn’t work out to be powerful.
The part of Harmonizing Energy that gets under my skin is different: Sorcerers are supposed to have lots of magical options and they do… but they’re either very circumstantial (Double gravity) or they’re expensive. Different classes have to do different things, sure, but when I’m trying to summon critters for my army or, worse, have to win a battle my leader isn’t in, all those other classes 7 and 8 CP base cost buffs/debuffs look a lot more interesting than Sphere of Protection or Harmonizing Energy, weaker though they may be.
I’m just a noob but I often find myself in a tough spot trying to figure out if I want to actually cast a spell in combat or be able to ever finish my summon/enchantment… whereas the less spellcaster-y classes end up casting all the time.
So, how does “Summon Erymanthian Boar” works? Is it one time only, with cool down, or continuously during combat?
Also, is there anything special in the Boar’s stats?
(GOG user here, so please bear with me :p )
EDIT: Ouch, ArcaneSeraph has First Strike.
A good way to sucker punch the enemies your Horned God entangles and stuns, I think.May 20, 2015 at 00:09 in reply to: Bug or not? – Lesser flying doesn't work in Naval battles #202567
I think that’s deliberate & should probably be added to the skill description.
Lesser flying is (to me) flying as a chicken or a turkey flies. They can’t stay aloft for long – if they stop to do something they have to land, and landing without a ship underneath you when you can’t swim is the same as drowning, so, yeah.
They’re looking into the active abilities thing – though they probably won’t add an extra row due to concerns about players on low-resolution settings.
You can opt in to open betas on steam. Go to your game library, right click the game, go to properties, then the “betas” tab.
Something should be made clear:
AI ignores line of sight, but it does not ignore stealth. That is, if your units are concealed somehow via Forest Concealment or similar, the AI will not know where they are. If your units are merely many tiles away from an AI unit, it still knows about that unit.
Also, remember that stealthed units become detected as soon as an enemy unit moves adjacent to them, or comes within True Sight range.
An example of where this may mislead people is if you have a stack that looks very weak (say, 1 visible unit and 5 stealthed units), and the AI has a stack that has 3 units. They will move towards the stealth stack with the intent of attacking, but will not actually attack, because as soon as they notice the stealthed surprise, they’ll use any remaining movement to run away.
The AI can track concealed units once the unit has been revealed, even if the unit should go back into concealment. I’m not sure if the developers clarified when/if this is reset (for instance, if you leave the sight range of that AI’s units for X turns or something), but that is ignoring stealth to a certain degree.
The AI also knows the true defender strength of cities, ignoring whether or not units in the city are concealed. That’s a second instance of ignoring concealment.
As the 1.52 beta patch note indicates, independents’ AI is not separate per unit/stack/city/anything, so once your concealed unit has been spotted by any independent it has been spotted by them all – ignoring concealment.
The situation is too complex for blanket statements to be helpful or what I would call honest.
1.52 open beta patch made a bit of a change (improvement) to this.
“Independent units (i.e. roaming units and indy/vassal city guards) no longer autodetect stealthed units. Due to a technical limitation, a stealthed unit will be revealed to ALL indy units if stands directly next to ANY indy unit.”
I would welcome further improvements to the AI to make it handle stealth more like a human player would. AI ‘cheating’ by circumventing game mechanics (like stealth, or sight range via knowing which of my cities have what quality garrison) is hands down my number 1 annoyance. I can handle the AI getting morale, production, research, or other numerical bonuses (though I would like to be able to determine these individually), but having the AI ignore basic game mechanics raises my blood pressure.
It would be great to get slightly more specific feedback from the AI about any rejected proposals.
I haven’t thought this through entirely but what about making pounce more… realistic?
When a real animal ‘pounces’ on something it is trying to take the enemy down, either to kill the enemy by itself or to let packmates deliver the killing blow. In stead of putting the cheetah in defense mode, what if Pounce removed (or had a chance to remove) most if not all of the target’s movement points (but not AP)? You’d probably also want to leave the damage a bit higher than a regular attack. This should make cooperative killing of tough or mobile units possible while leaving the cheetah with a chance to take out weak supports 1v1 but also making the cheetah pretty vulnerable if doing this alone.
Probably best not to change things up this much but I felt the idea was worth sharing.
Depending on the patch you’re playing, it could also be the Ghouling of the Obsidian Dragon that the Rogue has on start. Or the Summon Spell of course.(which was implemented after I wrote the above)
While plausible, I don’t think I had Ghoul Curse available in any form at the time, nor had I contact with the rogue AI, and summoning a dragon that early is memorable – it takes some serious time with so few CP. We’ll never know for sure though – the save I thought I might have is long gone.
They exist, but cannot be obtained in the current game. They are placed in some scenario’s, like for example in level 1 of the Golden Realms, to the east of your starting position.
You mean obtained normally? I received an obsidian dragon as a reward for clearing a treasure site. I think it was one of the early sites in the 1st scenario of the EL campaign. Maybe I’ll look through my saved games…
IF one wanted to take out some of the randomness or give more choice, I would suggest a spell to evolve Wild Animals on demand. It should change their upkeep and possibly be limited to evolving the animals to tier 3 versions.
This way you don’t end up with many more spells to research, you keep some randomness, make early summons more useful in the long term, and it is even thematic.
Not that I necessarily agree that AD needs less random summons or more power. I just didn’t want to forget the idea or keep it to myself.
We’d need to figure out how we want these new mountains removed before I’d agree to let them be created. I would also suggest that any mountain-creating spell have a smaller radius than Wild Growth.May 13, 2015 at 05:04 in reply to: What causes 'Some Units Have Offered to Join' Events? #199757
In my experience I’ve gotten offers to join when my capital is left poorly defended in the first few turns. Might or might not be related to my or my opponent’s total number of units, but I notice it after depleting the ole’ home guard for one reason or another.