The thing I don't like about traits that unlock faction abilities is, why do you have 2 faction prereqs for a unit? Since slaves and golems initially didn't require any prerequisite traits (haven't tested golems, but slaves still do not), I see no reason to have such a crazy-high opportunity cost to juggernauts and henchmen. Either require a faction trait, OR limit the unique units to one race.
Emperorjarin
[quote who="Malsqueek" reply="15" id="3166773"]I'm finally starting to accept the fact that the "No Taxes until you are out of money" and "Use your early mana income to boost production and research" strategies are essentially required for any kind of start to completing with the AI. Try those and you should be competing pretty well on normal or challenging in no time. I hate being shoehorned into it, but it works REALLY well.[/quote] This, pretty much. Note that you can act
I mostly attached it to archery because magic staves are ranged, and IMO staves are a lot better a ranged weapon than bows are currently. Whatever prereqs end up making the most sense, I'm fine with. I'm curious as to your thoughts on redesigning the Magic tree to be primarily focused on champion improvement. As I mentioned, it still has all the non-weapon items in it, but of late I find myself having little to no reason to research Warfare beyond Standing Army and p
I posted this in response to Sean's thread here , but I think it deserves its own post. I've been thinking about the way that the three trees interact with each other for a while now, and it seems to me that the best way to implement them (going by how they're currently designed) is to more or less make Civics the city and troop size tree, Warfare the arms and armor tree, and Magic the champion and spell t
Aaaaand I forgot what the OP was even about, lol. I find that I'm able to get relatively fast research speeds by having no taxes and casting Inspiration on my starting city. Takes about 10 turns to get my first tech using this method, versus the aforementioned 24 with no enchantments.
Personally, I think the best way to breathe some life back into the Warfare tree is to move all magical weapons into it. I've been thinking about the way that the three trees interact with each other for a while now, and it seems to me that the best way to implement them (going by how they're currently designed) is to more or less make Civics the city and troop size tree, Warfare the arms and armor tree, and Magic the champion and spell tree. Civics, I think, is in
So far, all reports on Krax's fortify ability say it's bugged. I've only had minimal playtime as Krax (got annoyed when I had to gather more prestige to cast Silver Tongue) and my results were inconclusive (maybe because I never bothered checking =P).
[quote who="Glazunov1" reply="4" id="3166030"]"Sure, we have very large, 64-bit maps. But if your system can't handle them, you'll crash." [/quote] This sentence right here is why Stardock can't implement such a thing fresh out of the box. No matter how you try to explain it, you'd basically be creating content that only a certain number of players can use, which as far as 32-bit players are concerned is cheating them out of their money. I'm
Hoarder spiders can also be tamed with Beastmaster; I have 2 of those things in my armies, along with 3 (I think) Umberdroths before turn 200, which pretty much means that I have won the game. Granted, this was on Easy, but it surprised me how well a Beastmaster sov can do.
Or just adjust the turn order to be Human, AI, Monsters, rather than Monsters, Human, AI. As to not seeing any tiles to settle on, that's probably the result of devs taking out sub-par tiles. So if you start in an area that would otherwise be overrun with 3/2 tiles, you'll see a vast expanse of tiles unable to get settled. Not the best way to fix the problem IMO.
That was my initial assumption (which I posted), but didn't actually take the time to test. According to the response I got to my post, you need the Great Axes trait to unlock Juggernauts (which is silly, since only Trogs can build those guys in the first place, but that's another story). I haven't revisited customizing Trogs to test whether or not that is the case, though.
The thing about magic immunity is, despite the name and description of the ability, it doesn't actually make you immune to all forms of magic. It just boosts magic resistance by an extra 100 points. Sounds great, until you realize that damaging spells (and all strategic spells, I'm pretty sure) completely ignore magic resistance. So while you won't be able to Slow those ophidians at all if you're in combat with them, you can pretty easily burn them to death w
Before the introduction of Henchmen, I would have loved this idea and demanded it be implemented in some way. However, I feel that henchmen pretty much fill this purpose in a more interesting way than would have been possible with such a building.
[quote who="OrionM42" reply="16" id="3164596"]Joasoze -- Honestly, I take your point ... if someone doesn't like to fail, they should (mostly) just turn down the difficulty level (and perhaps monster density, etc.) ... You, and other folks like you, SHOULD have the opportunity to play at higher levels of difficulty/challenge/hardship. That said, I was just reacting to KingHobbit's question, since I think we share a similar viewpoint; AND, ( I admit )
[quote who="NetNomad" reply="7" id="3164415"] From what I understand they are basically Elemental's version for Dwarves. [/quote] I understand that's how they work thematically, but if they're supposed to be a completely different species from human (like Trogs and Wraiths) they should at least look a LITTLE different from your average Altarian. As it is, my headcanon states that Ironeers are simply humans what work good with metal
I didn't know Ironeers were considered Fallen. They certainly look human to me.
As much as I enjoy laughably OP stacks of doom, I second this.
The problem isn't that henchmen can get Tireless March. The problem is Tireless March stacks. Limit one Tireless March per army, problem solved. Just like with every other army-wide bonus.
[quote who="Malsqueek" reply="8" id="3164208"]Ahh... It is simultaneously less and more interesting. I shall amend the above comments appropriately.[/quote] I know right? Also, just noticed this: [quote] Stun: Lose your own action for a chance to force an enemy to lose theirs. Meh. [/quote] You don't lose a turn when you use it. I've had Stun on a few champs over the course of several games, and not once did they lose their turn using Stun. The only ability I
It's not intended, but I saw it happen with an AI sov in my own game as well.
It has 3 materials in your screenshot. They're just listed in the "Resources" area (right after horses) instead of the proper place. Still a bug, but a display bug.
I haven't taken a peek at the XML, but based on my in-game observations auto-defense is basically what you get when you tell your unit to pass its turn. Thus, a unit with no defense and Defender 3 will have 35 armor when it passes its turn (auto-defends), instead of the standard 5. This fits perfectly well with the idea of a Defender basically blocking paths to more vulnerable units and tanking everything that tries to cross its path. I personally think it's ki
Yes, yes they should.
If you plan on getting a lot of cities, try Altar and do a LOT of quests. +1 prestige per quest means that, without really trying too hard, you get about 30 prestige by midgame. I'm playing a game with them right now where I have over 40 prestige between my sov, research, and all the quest prestige.