// Definitely did a nice job laying out the planet. I don't know if I would have built the preparedness center and probably wouldn't have built the market center. // My thoughts on that planet layout... I give the AI props for effort. It is clearly embraced hub and spoke. However the problem is that it spe
jonmdewey
How many of you would like the Neutrals to play as full on major civilizations ala FE/Civ/etc that are trying to also ascend, conquer each other, etc. Versus how many of you prefer to keep the rivalry between you and the SK? I think keeping the a symmetry is good. Their intelligence could be stepped up a bit, maybe let them build actual armies instead of the standard roaming couple of units and go to war with their
I've also run into this bug in rivals. For what it is worth I have also run into it in the previous version of the game as well.
From your list the ones that seem to give a lot bang for the buck: 5. Have a button under the Orb of Power... :) simple and useful 11. Improve the tactical UI so that the abilities and items are easier to deal with at a minimum: + all item types should stack (at the moment only some do) + 'native' unit skills should default to the same keys e.g. For 2 identical spearmen if the slays-beast on key 1, the seconds should as well.<br
Nice changes. I've been taking it out for a spin, here are a couple things I've noticed. + I was able to equip weapons on non-hero units w/o enchanting them first woot :) bugs - enchanted weapons still ignore weapon requirements so I can equip my swords or even bows on wolves spiders etc- pretty sure that is unintentional. - The vorpal summons sword/spear/bow of the tinkerer are invisible when they are summ
Repeating future techs for empire bonuses at the end of the tree seems like a very simple solution to the I researched the whole tech tree and now my research points are wasted and that makes me sad issue. Many games do this. It works pretty well.
+1 It annoys me that I can't have a special icon for my sensor boat. If I am playing at the strategic zoom level- I just have to remember which icon the sensor boat happens to be. I also want different icons for my armed and unarmed survey ships. There are a number of custom designs and such that I use which would be really nice to be able to assign custom ship icons to. That said, different icons for different anomaly types would also be greatly appre
I agree it definitely looks like the Drengi ship has kinetic rate of fire component (Rapid Reload). Look at the number of shots counter in the summary. The Drengi ship got 23 shots off in the same time the terran ships only got 10 off. They didn't do 2x the damage though which is also in line with the Rapid Reload component (2x rate of fire for 20% less accuracy) still quite a good trade. There are quite a few ship components affecting rate of fire, range accuracy, tactical heal etc... an
I agree with most of you picks. Here are a few picks I think you should re-evaluate. Interstellar Specialization** +1 move** -30% mass to colonization, constructor* +2 range <
How does paranoid work? I'm playing as the Iconians and I don't see any free ships defending my planets? Do I only get them if I have some ship there to defend with, or does this mean all my planets essentially have an anti-transport feature built in such that an actual fleet need to be there the same turn as the invasion takes place?
Bump I'd also like to know if they stack. This game frustrates me with so many unexplained options and insufficient explanation, like what good are thrusters in battle, do they affect dodge, or are they just for closing in fast with kinetic?
save game link below https://www.dropbox.com/s/hbtsgmtakez6rzy/Athica%20on%20top%20slag%20lair%20no%20attack.EleSav city is on the left edge of the map, and in the middle
yeah something is whack with auto-resolve I recently had an auto-resolve allow my weak hero stack to slay a dragon with no casualties. iir Procipinee shadow warg, ice elemental, and 4 militia upgraded to leather and hammers. I had been hoping to sneak by foolish, but didn't have much choice and was so happy I quickly saved so sadly I don't have a save game to post and experiment to see if it can happen again.
repro: 1. move the unit onto draxus quest 2. Hire Draxus 3. choose Draxus kills former employers - CRASH Happens everytime I try it from this save game. Save Game https://dl.dropboxusercontent.com/u/2796082/Bug%201-4%20Draxus%20Quest%20crash.EleSav
I have found club units to be much more effective than spears for trained units. Initially they cost nothing, and their upgrade path is always before spears in the tech tree (exception 1st magic weapons upgrade which I typically don't invest in for a good while). Champions are a bit different, and I prefer the versatility of high initiative sword + shield units as they have many abilities spells and such. Sometimes my champions have clubs, occasionally a really good
I played several legendary hero games lately where I saw wandering monsters fighting with each other. I'm just wondering of others have seen this. What are your thoughts bug or feature?
Thanks. Nice find. I've seen this a fair amount. It seems like 2 bugs to me though. 1. The monsters don't attack cities 1 space away 2. The AI Players are CRAZY and build cities 1 space away from giant monsters. The AI needs to be better about monster city placement.
Realism (to the point of popular knowledge) adds to the intuitiveness of a game's features and thus how approachable/learnable it is for new players. Sometimes well established anti-real features are more learnable, guns that don't jam with unlimited ammo, cartoon physics, save points, lives ect. Fun is entirely different, and may or may not coincide with realism.
also is there a keyboard shortcut for cycling through idle cities? I'm thinking the equivalent of tab for units only for cities.
new suggestions: * DPS equivalent rating for weapons with better(green)/worse(red) coloring for clearly better and worse weapons like WOW and Diablo. Evaluating weapons and bonuses is quite difficult right now. This wouldn't solve the issue but it would help. The game doesn't have seconds per say... but it could be adapted to initiative ticks, which I think is the game's equivalent.
Roads : There are a couple issues I've observed with roads: * building through wildlands, this shouldn't happen, even if it is a long way around. * building through monster lairs, again roads should go around monster lairs, at least 1 space away. I've seen roads build through dragon lairs, which makes using them incredibly dangerous. In both these cases, one wonders how those poor road builders managed to live through the road building exper
Nice mod. Tried it this last weekend for a couple games, played as the centars, angels, and shadows. Centars seemed like the easiest, I loved the 3 move at the beginning of the game and it wasn't that painful later in the game to not have armies moving at mov4. The angels look awesome and I didn't even need to do the special design stuff centars required. Movement really was painful though. I thought they'd get up to speed 3 once I got 3 life nodes, but that was only in co
@ Bigorra Are you sure about that? I haven't used the spell in ages but last time I tried it was only capable of giving lvl 1 or magic schools, not increasing the lvl of existing schools. I might use it again if it can level up my magic schools.
Hrm interesting, the upgrade behavior appears to sometimes do what I want with that respect but is *inconsistent*. Here is what I found after experimenting to discover the exact behaviour. If you specify a low tech armor/weapon you can indeed upgrade it later. If you specify NO armor for a slot you can NOT upgrade it later. At the beginning of the game you can specify no armor but also specify the upgrade option- for these you can upgrade them with armor later, this no longer works once you h
Playing on hard difficulty dense monsters, I've noticed the monsters do occasionally attack the AI, but it is pretty rare. Despite the many posts of the devs that they treat AI and player alike it isn't my observation. I've taken over AI cities that have lived their entire life next to a monster lair, and the turn after I take it over they decide to attack, bc it is my city- I've taken to clearing the monsters around the AI cities before I take the city and