Two "nerf-ish" ideas, not intended to be combined together: * Get rid of the beast capturing spell (I've never played with a Beastlord leader before, so I don't know what it's called). Instead allow Beastlords to purchase as many capture collars as they want, thus making it expensive to go on a capturing spree. * Give captured beasts the "broken" malus, or whatever it is that capitulated sovereigns have. &n
Bobchillingworth
Autoresolve also sometimes allows you to win fights which really ought to be impossible- Scouts for some reason are total beasts in autoresolve, easily taking out Darkling armies three times their size (and strength) while only losing half their health. Edit: I believe this may be due to the whatever combat calculations autoresolve relies on over-valuing initiative.
Eh. They are just tiny knives, it makes sense that they do less damage than almost everything else. And like the OP says, they're pretty cheap. You can also win them after a lot of fights with bandits. Just consider them an early-game option to help finish off or weaken stuff like Darklings or the weaker animal types. Also you can throw them without risking a counter-attack if you position your units correctly, since the knives harmlessly pass throug
In Kael's Fall From Heaven mod, the Clan of Embers civilization had a one-time-use spell which allowed them to instantly seize control of half the world's barbarian units. Perhaps the Bandit Lord should get something similar, an expensive spell which gives them half the unowned Bandit units on the map. Spell would need to cost enough that the player can't just constantly pop it in order to rush or choke every AI- maybe 80 mana?
In Civilization IV (and Fall From Heaven), cities typically will lose a little over half their structures each time they are captured. Having myself been astounded at the goodies you can capture in FE in a high-difficulty game early rush, I can see why that mechanic exists.
I just make everything a Fortress because it takes so long to level cities past size 2, and only a Fortress provides an immediate, useful benefit. The other options you can just take off an AI. That said, is there some guide available as to what all of the different city upgrade options even are?
What if Hunters got double loot from any non-human or fallen enemy they killed? Makes sense that they could collect multiple Skath fins or both horns from a demon's head. It would be kind of odd to collect two warg pelts if I only killed a single warg, but I could roll with it.
[quote who="Alstein" reply="16" id="3277197"]kiting+ranged weapons counters juggs pretty well, especially if you have a high dodge meat shield to keep them busy for a turn or two. [/quote] This is true, but also irrelevant, since the AI will never do it. I've noticed that a lot of the arguments against changing OP stuff boil down to "I could beat it with X tactic". And I'm sure any halfway decent player could! To be clear,
Agreed; I once lost a core city temporarily due to not spotting an enemy stack in my lands. I could have recaptured it once I got my main stack in position two turns later, but the AI razed it after only one turn.
[quote who="Kantok" reply="11" id="3276845"] Quoting Bobchillingworth, reply 10Nonsense. The issue with having severely overpowered units & spells is that they limit game options. If I'm playing as Trogs, I can either use Juggernauts, which completely steamroll every AI and quest, or deliberately play sub-optimally to gimp my faction (as in, either avoid building them or deploy them poorly). I could also decline to play as the Trogs alt
I'll reload for a few things- unfair random bad luck losses (Wandering t30 Drake issue), crippling misclicks, and before the "recover injury" bottle I'd sometimes reload battles to receive different wounds on champs- getting "blinded in one eye" in the early game is a death-sentence for any champ which depends on accuracy and hasn't leveled enough to make up the hit with + accuracy traits.
Nonsense. The issue with having severely overpowered units & spells is that they limit game options. If I'm playing as Trogs, I can either use Juggernauts, which completely steamroll every AI and quest, or deliberately play sub-optimally to gimp my faction (as in, either avoid building them or deploy them poorly). I could also decline to play as the Trogs altogether. None of these options is particularly fun or conducive for
I immediately try to maximize production- that means producing buildings which directly increase resource output (ex: logging camps), indirectly increase production (ex: clerics, to reduce unrest), or increase the number of resources themselves (ex: clay pits). I typically play on Hard difficulty using custom leaders of my own design- I almost always pick the Wealthy trait, because cash-rushing is extremely useful. My goal is to reduce my build times
Hmm, perhaps Educated, Lucky, Archers, and Light Plate? any thoughts? [e digicons];)[/e] I actually made a custom faction almost exactly like this fairly recently. Took Uneducated as a disadvantage, which combined with Educated meant I essentially got a free tech. Used my last point for Wanderlust, although I probably should have gone for either the +10% hit points or +1 trained unit level bonus instead.
I'd place Trogs on top, albeit as a race rather than a faction (meaning you can do much better building a custom faction around the race). The strength bonus often translates to both higher initiative and higher defense on units, while Juggernauts are capable of fairly easily demolishing anything the AI can throw at you, when grouped in armies of four or more. Juggernauts actually probably ought to be nerfed- Maul + Huge attack stats + Powerful custom weapon
Another vote for Henchwomen. I try to design all my custom units as female- the "BLAUGHHH" sound male units make when they die gets on my nerves something fierce.
What if Wraiths just automatically healed half their health (or some other percentage) after every battle? Depending on how low the regen amount is, they won't even need the -1 per level penalty.
One issue regarding conquest is that defending militia lack defense even into the late-game; I've seen city militia with 16-attack maces and almost no defense. Among other things, this makes them incredibly vulnerable to ranged units and charging cavalry.
Apologies if this has been asked recently. Is there any way to construct ships to transport units around? I've seen a number of randomly-generated maps spawn islands, but as far as I can tell the only way to reach them is the "raise land" spell, which honestly seems insane compared with just building some simple sailing vessels.
[quote who="seanw3" reply="18" id="3275888"] Except in mods where new lairs spawn all the time and the world never ceases to have new dangers and stories.[/quote] That sounds a lot like what I'm looking for- where do you download it?
Not a huge issue, but- considering it has no weight, surely it can be wielded one-handed?
The first 60 turns or so, when the world is full of lairs to explore, loot to gather & stuff to fight. Past that, and you're playing a very pared-down 4X game in a blasted wasteland. I wish there was a setting to have players and AI start as far away from each other as possible, to extend the exploration phase. Playing larger maps with few AI works, but then the game is essentially over after your first major conquest.
[quote who="Viperswhip" reply="9" id="3275792"] Are you sure they are better than an arcane archer built with the best longbow, with ice and fire necklaces, a ice ring, and built in a fully enchanted heart of fire fortress? [/quote] Considering that they're a heck of a lot less expensive, can hit several more targets per turn, and still have better defense... yes?
What's wrong with the Good Queen Porky Pie?
The default requirements for AI surrender are fairly preposterous- many times I have reduced an AI to a single city and almost no military, yet they refuse to surrender (presumably because my own force, while deadly, is fairly small as well). I'd prefer it if there were two surrender mechanics- vassalization, where the AI retains its cities but essentially joins you in a permanent alliance where it has autonomy over its own cities but the follows the player's lead in foreign rel