I will say this - if you are playing Altarian (or a faction with access to henchmen) the tech tree is largely irrelevant past the first 2 rows of civ techs, the two techs you need to get to horses, and the 4 magic techs that lead to heroes and henchmen. That's it - after that, for the most part it barely matters what I pick - though I often b-line for tireless march. With other factions - i dunno, the tech tree seems so bland. I usually hit the mining/constructio
dangerlinto
[quote who="Chiarden" reply="1" id="3276361"]The differnet tiers of traits always are cumulative. Mouse-over the stats they effect, not the trait itself and you will see the bonus from each tier in the tooltip (works for everything but +% exp).[/quote] Several of the bonuses do not show when you are choosing them - Evoker is just one example, as there is no place where you can look up what your current bonus to spell damage is.
The whole game is like the movie Muppets take Manhattan (dated myself there). What it needs is more Frogs and Dogs and Bears and ... Whatevers! There just isn't enough stuff. Making your own stuff can be done, but it's surprisingly limited and time consuming. They could go a long way with DLC on this game.
Had no perf problems on 1.00 - was hoping 1.01 would fix the loading crash, but sadly, still present.
At least as long as the champ in the army hit's "Road" really quick, it's like the road tile is there before I move on it. I guess I'm like Grommit laying down train tracks as I go...
I modded the shortsword and shortdow in my game - not to show up sooner in the tech tree but as a common goodie hut item as opposed to an uncommon one. I modded a lot of the goodie hut and lair reward stuff, and I continually add new items to it as a I go, because I think it's generally unfun to find a piece of leather armor that you'll be able to buy 5 turns in for 30 gildar.
[quote quoting="post"] This game is supposed to replace a multiplayer game, but it's not muliplayer! The beta was, according to my son...Any plans to add muliplayer option later? [/quote] Your son was incorrect.
[quote who="Heavenfall" reply="40" id="3272549"]Edit: I said above they used the "normal" bodytype but I actually use all the bodytypes available in vanilla - fallen male, kingdom female, kingdom male, empire male, empire female. So actually it was not a very good argument... but the point is that the bodies can look different and use the same bodytypes.[/quote] This. Pigeonholing the question into an ultimatum between Custom Designed units and Greater visual diversity i
[quote who="jackswift85" reply="37" id="3272078"]You guys saying freeze and tremor... the AI using them would be great. Don't forget about tornado! I want to see my stack of doom march towards the enemy capital suddenly scattered to the winds and picked off one unit at a time. That's the spell that's truly OP...[/quote] Yeah - these are good spells too. Disruptive, but not calamitous. I remember in MoM the AI would spam Corruption and Raise Volcanoes
[quote who="rlane48" reply="6" id="3271985"]Actually, I was thinking in this morning that I would like to see initiative rolls implemented, you know, roll for initiative with modifiers to see "who goes first" each round. It would add a little bit of uncertainty to the battles.[/quote] I save and reload enough! (Yes, I'm a save scummer). :)
[quote who="Martimus" reply="21" id="3271978"] Quoting Lord Xia, reply 19Buggy fire breath and lucky items. But still, he did do it.Quoting Lord Xia, reply 19Buggy fire breath and lucky items. But still, he did do it.Quoting dangerlinto, reply 20Yeah - this deosn't seem to bad. I've beaten ridiculous creatures on like turn 20-30, but it's because I got a studded collar, b-lined to the nearest gigantic spider and let it to all the rest. Next playt
I disagree with essentially everything here, and in fact I almost NEVER take the strength trait. Horses are not very far down the tech tree, give you the strength trait for free and a bunch of other incredible bonuses. To boot, horses are practically everywhere in a dense material world (so I'm assuming they aren't hard to get in other options- which I usually don't play) and adding them to units costs nothing but your horse count. I'm ALWAYS trading my horse
Yeah - this deosn't seem to bad. I've beaten ridiculous creatures on like turn 20-30, but it's because I got a studded collar, b-lined to the nearest gigantic spider and let it to all the rest. Next playthrough I have trrouble getting through the early levels because i didn't get the same stuff. It's one of the very good features about the game so far. If you were defeating dragons EVERY game on turn 50, let us know. PS - there needs
[quote quoting="post"] Raise land spell is broken. I can raise all sea tiles on the map and it's very cheap. [/quote] Actually, that's by design. It was discussed at length - raise and lower land used to cost 50 mana, but then they were so prohibitively expensive no one could ever use them to say, make a pathway through a large mountain region. Personally, I got accustomed to it and I like it. It's not lik
Just waiting until I can get a hero with Path of the Warrior - stupid playthrough gave me only admins at the low level and I raced to Heroes (on epic pacing, this is not much of a race) to get Naddi Arena recruited. I'll get out how the new POTW works out probably tonight. I've also moved Sweep out of POTA and into POTW because it made WAY more sense in there.
Couldn't anyone just spend the time at the Cartographer's Table and release a Map Pack? You are charging $5 for what? Your assurance that your maps will be awesome?
[quote who="Heavenfall" reply="2" id="3271725"]I really don't like the corners of rivers. If you have a zig-zag pattern it can end up looking really ugly in places. However, I understand why they have gone with this solution. It's easy to add rivers to a game like this, and that's important. Instead of going with a solution like in Civ where rivers are "between" tiles they went with them occupying a full tile. The scale of things makes it difficult to have more narrow s
Actually, I don't think it stops... it changes Volume... a LOT. Turn up the volume and load a game and you'll see.
OK - So I've gone ahead and did all the leg work and something is just not quite right. So lets say instead of the Burning Axe doing 9 cutting damage and 2 fire damage, you want it to do 9 cutting, 1 fire, and a further 1 fire damage for each Fire Shard you control. here is the XML I used Burning Axe Changes (i've marked the only change other than the stat change from 2 to 1 on the fire bit) [code="xml"]
Don't think I'd shell $5 for map packs. There are a lot of other things, mostly already mentioned here that I'd shell $5 for. More monsters and quests would be great - the monsters in the game get repetitive and after several play throughs, you eventually hit all the quests. Paradoxically, I'd probably also shell out $5 if it meant that the Cartographer's table was a lot more user-friendly. ;)
[quote who="Derek Paxton" reply="59" id="3270379"] 1.01 is scheduled to be released tomorrow. [/quote] Great Googly Moogly! 'Bout time! Was getting tired of simply testing mods and would love to actually get a play through!
[quote who="Heavenfall" reply="1" id="3270189"]perlevel is a boolean. If the value is 0.5 it will get 1 hp every 2 levels, not sure which way it gets rounded though you'll have to test.[/quote] Will try it and let you know. Have to get through this playthrough first though.
So I'm looking to make an adjustment to the Path of the Warrior, whom I feel is slightly undervalued compared to the Defender, and I'd like to give them more hit points. However, in terms of balance, probably +1HP/level is too much. So the question is how to give them either a 0.5/Level or +1 HP every TWO levels. Is 1 a boolean value? I'm guessing so since I see no other value than 1. Or can it be made to be <PerL
Uh, if I'm not playing beastlord ad I get the collar, I actively look for the Hoarder Spider on the map. Because Huge, Splash damaging spiders with 100+ HP are awesome.
There are a couple of mods in the Modding section which makes the fertile land a little more accessible, and a little more... fertile, for lack of a better word. I like playing this way more - I think SD took it a little too far - often, even on fertile, the random map will put some faction on a plot of fertile land where the next spot is behind a vsat tract of water & mountains as is not only very far away, but inhabited by monster sure to squash them.