What exactly can you capture with that? I assumed Juggernauts were out of bounds since they are Trogs. I usually go for a Bone Ogre since they have such high def, and I don't want some unexpected archer spam to kill my investment.
Necronic
The more I'm playing the more I'm realizing that tuning the map settings makes for a drastically different game. What settings do you like? Currently I am using: Map Size: Huge Players: 7 Enemy sovereign AI: Ridiculous Quests: plenty Monsters: Hard Monster freq: dense So far this is allowing me a decent amount of time to expand out and build my stuff before hitting the AI, which will us
1% on 5$ I mean. I think most people would jump on a 5.1% CD. Just like I would jump on an items pack. With my wallet open and a smile on my face.
Cost of capital. If you can't beat the Minimum attractive rate of return (generally the cost of capital/interest rates), you don't invest. So pretty much no one would take the 5.1%. On the other hand after looking at what happened with THQ's books god only know what kind of crazy finance these kids are into. Also yeah gve me items. I will give you money.
Holy crap. A reasonable discussion about DLC in a consistently mature "here's the reality of business" tone. I can't remeber the last time I have ever read a thread like this. I have never seen a community more willing to accept DLC as a good thing. This really says something about SD as a company. The level of trust they engender in their fanbase is inspiring.
So I'm playing my first game with a serious assassin, and I have to say I am very likely to play this again. My god the buret damage from this thing is incredible. It helps that I found a druss blade and Pony, but still.
Not shave if these have been fixed already, but I didn't see them in the 1.3 changelog and I think my game is up to date. -Skeletal Horde should summon a single six skeleton stack. The current 9 skeletons is defensively overpowered since it can absorb 9 non-aoe hits. It's dede offensively kind of. lousy since they gum up the works. -Merc and Hinter recruitment spots need to have lowered requirements. Whenever I get them they are pathetically we
I generally prefer commander for my sovereign. The early unrest bonus is nice, and the command skills is crazy useful. There used to be a way to get battle crsurreally early as well by takin some army initiative trait. Dunno if they fixed that, it was a bit broken. Battle cry is really tricky to use right though. When it works it's ridiculous, when the timing is off...it's ok. Initiative traits are crazy good though. Withthe right build you can guar
+1 This was a feature in HOMM and it really punished you for leaving a hero out unprotected. I wouldn't go so far as to say that all loot should get transferred, but some at least. In late game you don't get the loot grabs you do early/mid game, and that's a lot of the fun. Allowing this brings that same fun into the late game.
/signed Same could be said for a pioneer reaching its destination as well
Your average unit does not have better fire abilities. Elemental damage is pretty powerful. If I understand correctly it can't be dodged resists instead), it can't be counter attacked, and ignores defense. This is pretty powerful
Spider AI needs to understand that webbing a beguiled unit is a waste.
Having a hard time even seeing the train tracks from over here.... I started a game last night with taming in it, and yeah it's massively OP early game.
One option for direct combat champions would be a trait that removed the xp penalty for having two champions in combat. Really there is no good way to make a combat champion as powerful as a support champion in an army setting. So make the combat champion an "honor guard" for a support champion.
64 bit no doubt. I have a 4870X2 in my comp, and without 64 bit system my computer wouldn't see more than 2 gigs of RAM on my computer. 64 bit is the new standard.
I can only speak for SP, and the impression I get is that the strategy (or is it tactics) is very different. For SP, I find a mix of hangars and guns with 2 repair platforms can slow down a lot of ships. I also like to have ~2 phase jump inhibitors. Hangars alone don't have the punch per tactical slot that turrets do, but turrets alone even the AI will outmanuever them. Having Hangars with turret defenses forces the AI to engage your hangars in range of the turrets. But ultimately you n
It would also be interested if in late game you got some seriously huge pirate fleets get sent out. That would be pretty damned awesome to watch. Like a pirate capital ship or something like that.
I'm going to second/third/fourth the like them in concept but do not like the implementation. The biggest problem is that the AI on Pirates seriously needs to be worked on, because the ability to kite them with strike craft makes them pretty ridiculous. In a game I am playing on I had a pirate fleet invade and get kited for almost 1 hour of game time by strike craft from hangars. Never even had to send a fleet to deal with them which, in this case was a good thing as I didn't have a fre
carrier cap usually doesn't
Depends on the situation. I think transitive did a pretty excellent job breaking down the TEC ships. For me as a starting ship I usually choose the colony ship or the carrier. The main reason I choose the carrier is that its really not that good of a ship until it gets some levels under its belt. Once its fielding 5 or so strike craft its amazing, but when its got only 2 its kind of lame.
The only micromanagement I ever do is focus fire on caps and the composition of the fleet itself. One thing I enjoyed doing in my last game was I had 3 fleets with three different tactical purposes. The first or my "Assault Fleet" was a battleship, a support battlecruiser and a slew of cobalts, kodiaks, and a couple command cruisers and robotics cruisers. The second fleet or "Support Fleet" would consist of a carrier, carrier cruisers, and a ton of LRM ships with a handful of cobalts,
Speaking for Single player games only. Personally I think Phase Jump inhibitors are probably one of the most important defensive tools I can get. The best possible situation in any battle is to be in a position of clear superiority. Be stronger than your enemy. Period. The computer, however, is smart. If presented with a situation where you are significantly stronger than them they will run. This means many of the fights you will be able to actually confront the computer will
Hey, it may have seemed obvious to some of yall but not to me. I can't wait to do this in my next game.
edit: ffs triple post ftl!
For me my starting strategy (generally in this order) is 1) Build Crystal harvester 2) Build Cap Ship Hanger 3) Buy 100 crystal on black market (200 if I want a non-colony cap ship) 4) Improve planet infrastucture 5) Build 2x metal harvesters 6) Build Cap Ship 7) Build scout ships (as many as is necessary to scout surrounding planets) and 3 normal frigates These first 5 happen really fast and the 6th and 7th as fast as I can do it. 8) Sen