[quote who="NewHorizons" reply="368" id="3195747"]BTW: I like the TEC Loyalist planetary defence tech - the sight of Orgrov-style torpedoes intercepting a hostile purge vessel was quote funny.[/quote] It is pretty awesome watching the planet open fire on an orbiting fleet, even if it does take out half my poor Advent support ships. On a (barely) related note, there might be an issue with random race selection. I noticed that all 4 of my random opponents ar
Emperorjarin
Loaded the saved game and didn't crash, but got a minidump when I quit the game. I think if I turn down the graphics settings I'll be fine.
If you were playing against the TEC faction, they do in fact get a resource bonus for everything you buy as a tier 8 technology, but you won't see that until the late game. Beyond that, no AI below Hard get any bonuses. If you're still playing defensively, I recommend playing as the TEC loyalists while you get a hang of the game. They are specifically designed for turtling strategies, and are extremely difficult for the AI to make a dent against.
Just checked both my audio and video drivers, and they're both up to date. Odd. I should note that the audio was the first to go. I'll chalk that up to being an incredibly weird fluke and try a new game.
I just had a nasty crash while running your mod. I was playing a 5-star map with 10 enemy factions (normal, while I get familiarized with your mod). One of my enemies had just surrendered to me when he sent 2 of his capital ships to a contested world, where the game promptly sputtered and killed my computer (had to hard restart the PC). This was early game, an hour in at most, so not much of a fleet beyond a few LFs, corvettes, and the enemy caps. Any idea what might h
My favorite titan is, hands down, the Eradica. It definitely looks like an angel of death floating through the sky, smiting all the non-believers. Favorite capital is probably the Marza. I'm also partial to the Antorak, and the Advent design philosophy overall is much easier on the eyes than any other race, but I like how the Marza just gives the look that it ain't nothing to f*** with.
Pirates usually give new players a hard time. Luckily, they can be disabled, and many players turn them off. The enemy AI difficulty setting can also be set before the game begins; simply left- or right-click the little chevron button next to the AI team selector (you'll also see a question mark there, that determines how the AI plays the game). Set the AI to easy for the first couple games, and as long as the pirates are disabled, you'll find that the AI fairly tame
[quote who="UmbralAngel" reply="3" id="3178528"]They should just make a spell in the magic tech tree that lets you grow trees![/quote] YES.
The devs are aware of this, but have commented some time ago that it's not, in their mind, a bug. Still annoying though.
I, for one, would totally read the AAR of the Magelords' Master Quest victory.
I definitely agree with you about staves, HF, but I think that a better fix for ranged weapons is to have two classes of bows: Shortbows, and Longbows. Shortbows would be much faster than current bows, while not quite as powerful. Longbows would be just as slow as current bows, but do more damage. Traits, IMO, should be focused more on giving your champion more interesting abilities like what Kong suggested.
A simple fix for the Archery techs in this game, IMO, is having two bows per tech; Shortbows, and Longbows. Shortbows would have better initiative then current bows, but not deal quite as much damage. Longbows would deal more damage, while keeping the -8 initiative penalty.
Your first city should always start with 30 population, but every city after that will only start with 3. The only thing that will give your cities more population is time, with prestige determining how many people you get a turn. If your very first city doesn't have 30 population when your sovereign founds it, that's a bug. Also, if Altar's second (or third, or...) city has more than 3 population the turn it's founded, THAT'S a bug.
That sure is a big stick.
[quote who="UmbralAngel" reply="8" id="3169190"]How about all sizes are unlocked at the beginning, but the size depends on the labor cost? So if the unit costs less than 50 labor, its 9 figures/unit, if it costs 50-100, its 7, if its 100-200 its 5, if its 200+ its 3. I don't know exactly what the average labor cost/unit is but something like this would make it more interesting perhaps? This would be closer to how MoM did things.[/quote] I like this idea, act
The issue with the map/minimap discrepancy is due to camera orientation. When your camera moves to face the northwest, for example, your minimap does not reorient to compensate. Not sure there'd be a good way to fix that without cutting other areas.
I'm fine with them being limited to Altarian factions only, but I'm not all right with having to make all my custom Altarian factions Heroic in order to train henchmen.
That's pretty cool. What happens when you try to do it with accessories? Same thing as with trained henchmen (free accessory that never comes unequipped)?
[quote who="StevenAus" reply="7" id="3168783"]At least make it selectable for a custom race with Altar blood, like the Great Axes Juggernaught trait also applies to custom races with Trog blood (AFAIK).[/quote] That is how it worked last time I tested (which was before today's streamed hotfix, so there would have to be a bit of testing today to verify). Requiring both a trait and a specific blood is too much for a unique unit though, IMO. And yes, I will say this every
It's like Juggernauts, but I strongly believe that requiring both a particular faction AND a trait is overkill on unique unit requirements.
Would it be possible to circumvent this by allowing either male or female body types to pop up when hitting the random customization button? (The one that gives you random faces/hair for the unit you're making.) I do think henchwomen should be available (and that the name "henchman" should be changed to something more heroic, given Altar's lore) if possible.
Some players enjoy not having to worry if their scout is going to be killed by an Umberdroth they auto-explored into. I see no problems with this optional trait as it is currently implemented, except for the fact that there are exceedingly few traits of comparable power.
Personally, I think the ability to have your units never get attacked by wandering monsters is a great ability. I wouldn't want every race to have it, and I do think that it's reasonable to exempt cities and outposts from this immunity, but considering Master Scouts is but one trait out of many (like Binding, Death Worship, Heroic, Enchanters...), I think it's just fine as it is. Every other trait just needs to get some love to make them competitive choices. &n
You only get 20 influence when you start as a Diplomat, instead of the listed 40. Annoying, since Silver Tongue requires 30 influence to cast (cost not listed in mouseover either).
I always read your AARs, Tujidy. Seeing what the game is like on the much harder difficulties is interesting, and I like the narrative you're crafting for your kingdom.