Emperorjarin

Emperorjarin

Joined Member # 3775555
28 Posts 394 Replies 9,420 Reputation

[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

1,119 Replies 3,153,824 Views

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.

20 Replies 80,617 Views

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

1,119 Replies 3,153,824 Views

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.

22 Replies 66,181 Views

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

20 Replies 80,617 Views

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.

21 Replies 6,820 Views

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.

1 Replies 4,008 Views

[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

11 Replies 8,358 Views

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.

6 Replies 2,270 Views

[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

9 Replies 45,655 Views

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.

9 Replies 45,655 Views

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

23 Replies 17,147 Views