[quote who="Publius of NV" reply="17" id="3252833"]Woot! I got the pony![/quote] Pics? Why am I excited about this?!
MisterAedan
1. Do you feel monsters act too randomly? Not really. 2. Do you feel like early game monsters are too powerful? Sometimes, although my maps have been quite good about this recently. Earlier builds were worse, with Umberdroths and Knights of Asok very close to starting points and wrecking cities in the first few turns. Now it seems like medium-to-powerful monsters are guarding all the expansions, but I stand a chance of getting an army together who can fi
Oh god, I'm having GalCiv II mega-pirates flashbacks. Spiders can only make it worse. (Mean this in the best possible way, looking forward to having my games shaken up by random events - mostly).
I really like one I have only seen once, where you have to defend a group of priests from an unruly mob - or join the unruly mob. Also the Arena & Assassin's Blade quests, especially the latter when you come to the final victim...
I like that there are two variants, when the corpse spider one came up I was caught properly off guard. Also, the noblewoman one has a variant, at least as of the current beta. THAT threw me, and I ended up doing something horribly evil and out of character just to see what happened... The rewards I really like are the ones where a unit joins you - I've had spearmen, archers and pioneers pop up. Really useful early on when it's slow to build stuff.
Yeah, only ever cast this once and watched in horror as the demons ran around the enemy city I had summoned them by to chase after my nearest army. Guess there's a lesson in that somewhere.
Oh yeah, I'd definitely enjoy seeing them in the mod, they look like fun.
This looks fantastic (doubly so for giving some love to the underdeveloped Hunter role), looking forward to giving it a try. This has masses of potential.
Yes, this, and two other related AI tactical spellcasting issues immediately spring to mind: Units with ranged fire attacks targeting injured units to pick them off - effective in principle, not so much if the injured unit is a fire elemental. Casting of questionable buffs - haven't seen this one so much recently, but there was a point when the AI champion's response to seeing 3 units of knights bearing down on him would be to stand still and cast Protection Against Fi
[quote]The Good Wild areas, A+ best idea you have had yet I love the increased danger, the bosses, and the way it creates an unsettleable area for awhile, would love to see a forest and swamped themed area.[/quote] These both exist, although I have only seen the swamp one once. The forest one is great though because the AI consistently - in my games - prioritizes capturing it, gaining them an extra city, and some resources or shards and some darkling camps if they're quick with th
[quote who="ddd888" reply="2" id="3217901"]also as general gameplay i dont get how you guys can have them early[/quote] In this case, I lucked out a bit and got lots of weak quests near me, so I was able to raise the influence to hire them quickly. I prioritised the Heroes tech because there was a hero I needed to get on my side as well, so I was able to queue henchmen before I could build pretty much anything other than spearmen. Once I had the first load of magic weapons I was
Does this happen to you a lot? I've seen one or two games like this, including one where I couldn't even build my first city, but it's quite rare for me. What settings do you use when generating the map? As to losing the existing fertile spots, yes, Kongdej is dead right about getting a couple of pioneers out early to bag locations if they're rare, because even though the AI is a bit more restrained in this build it does have a knack for pulling pioneers seemingly out
My custom Capitar sovereign is actually quite similar to your Pariden one: Diplomat Water 1 Life 1 Brilliant Scholar Wealthy Cowardly Rusty short sword The idea is that he's an academic and a diplomat but not much of a fighter, and in battle functions as a supporting caster/buffer. In previous versions he (with slightly different skills) would take Path of the Governor for the instant prestige bonus, but I'm more likely no
Yeah, this is confusing as hell - and when the AI comes into money they will sometimes offer a fortune (I've got 400+ Gilder from these deals in past versions)
[quote who="seanw3" reply="58" id="3216860"]Relias would be one of the major factions if Henchmen were less buggy. Those little guys add alot to an army, but I have trouble making custom versions of them to suit my style. The problem is that they have a weak blood trait, a weak weapon trait, a late game quest trait, and an early game defense against fire. That doesn't add up to most powerful faction. Making the blood better and perhaps giving them an entire set of special armor would set
[quote who="relmich" reply="5" id="3216361"]Yes it can be quite fun to run around with a beast army, but it is difficult to use that spell at times. I think that if the range of the spell is to stay at 1, than the casting time should be instant rather than 1 round. Personally I would like to see the range of the spell move to 2 or 3 with the casting time remaining at 1.[/quote] Yeah, it's harder to use than the similar Silver Tongue (Diplomat) ability, although that costs influenc
Started an Altarian game in the latest beta and researched up to the Henchmen tech. They're vastly improved (as is, by the way, the unit design screen - traits are laid out far better), mainly because they can now have mounts. So I'm thrilled with that & can't wait until I have a few of the little buggers running around and levelling up. Even back when they were buggy I had a level 17 guy (who had started out a support unit to one of my proper heroes) charging around the scrap
[quote who="Javaslinger" reply="18" id="3216348"]I had a faction offer a trade of 53 civilization for 53 civilization... bug... which I declined.. and moments later it offered it again... bug...[/quote] That's actually a legit trade - you would both gain those 53 points of research and add them to a (random?) tech, so you both benefit. But the thing with them coming back again the next turn, and the next, with the same offer is definitely a weirdness and sometimes an annoyance.</p
+1 more for editing both custom sovs and custom factions.
[quote]WOW. Really like how ‘2 population’ was sent to the imperium fo a reward to my first combat. Encourages RPG to grow your empire.[/quote] [quote]Umm…okay, I just left my ‘island’ and came across a 3x3 area (no way around) of 8 bandit camps. What’s with that??[/quote] As you probably quickly noticed, so many bandits near your starting area is like Magnar Christmas. Slavelings! [quote]K, this is stupid. Ceresa wanted me to back
[quote]Fixed bug where a monster would be running to another tile when the player attacked[/quote] YES! God I hated this so much - pin monster with tremor, attack monster next turn, kill monster, monster runs onto outpost anyway. Being shot of that could be the only thing in the patch and I'd be happy. [quote who="seanw3" reply="17" id="3214661"]Fixed Save Corruption is probably the biggest understatement of the year.[/quote] Hell yes. Been waiting for this one.</p
[quote]-Blood Line traits are unbalanced. Trogs for example get +20 strength and +1 attack, but other races like Quendar who get 50% fire resistance and cold vulnerability don't even qualify as buffs. Maybe give Quendar +1 initiative and make Trog units more expensive.[/quote] Personally think that the Quendar could just get the 50% fire resistance with no downside - fire weapons and spells are pretty common so this would be a noticeable benefit. [quote]Ice Elementals are
Agreed, this is one of the (few) things that really bugs me, mainly because I'm not strong-willed enough not to abuse it. Point 1 is the critical one, really, as it's what makes it cheesable - it should really be harder to get than a peace treaty, not the other way around. But also a general +1 to everything else mentioned.
Oh yeah, it's so annoying to have to go around these buggers. +1.
Below is a photo of Magnar at Level 1 with Path of the Warrior and Merchant. This is presumably how all those Warrior-Assassin sovereigns start out (that they always choose Assassin at Lv 4 being a separate but related issue). Reporting this as while it has been reported before, it's the first time I've caught them at level 1 rather than later in the game. A minor annoyance, the extra abilities bug me a little but really it's just sad to always see the warrior-assassins ra