Commander sovereign (army accuracy, XP, initiative...), Mage lieutenant. Commander bonuses to accuracy are also improved by the Lucky trait, it seems.
ShadowyGoat
[quote who="FuzzyGold" reply="44" id="3380627"] In my current game, my champion with a 15-attack-mace is the last one to move. By that time the battlefield is cluttered and he cannot get into position to attack. Nothing can compare with the swords obtainable from elementals in the wildlands or from the arena (Heartseeker).[/quote] Curgen's hammer from the Master Quest, paired with Rabisu's Horn (from the quest DLC). ;) Extremely high damage dama
Even on normal difficulty, AI stacks and cities seem to be often very low priority for Wildlands stacks. Saw an AI city that was in the middle of a former Wildlands area (the scrapyard, I think; wildlings, scrap golems)... with just under a dozen ~strong-rated Widllands stacks milling about completely ignoring the city as far as i could tell.
You haven't equipped him with the Scythe of the Void, have you?
Fame seems more appropriate than extra XP, which can remain sort of tied to threat level. AI champions and sovereigns aren't necessarily that dangerous, anyway, especially once they've been injured a few times or the sovereign's been defeated a couple of times and his side's mana pool has been drastically cut. Giving an automatic XP bonus just for their presence would make farming enemy champions viable because they can't actually die unless the AI decides th
Haunter armies are labeled strong, IIRC; deadly would be more appropriate. Ignys, yes, are pretty overrated.
I've seen Shrink (the spell) be resisted.
The typical Haunter-led armies seem to be somewhat underrated; the beasts ALL use poison, and haunters use both Mass Curse and Curse of Cyndrum. Poison is somewhat nasty given the difficulty of increasing resistance to it -- there's Trog blood, but you probably aren't getting that in any quantity; and it's not covered by Nature's Cloak the way fire/lightning/cold are.
[quote]Really, it's 2 requests but they're flip sides of the same coin. Primarily, the request is for a Planet Killer. We have massive planetary bombardment options, but we don't actually have the option to destroy a planet. This could take the form of anything from making the plant utterly inhabitable to the complete destruction of the gravity well and it's associated phase-lanes. Don't think I've ever seen a game that actually implements scorched earth warfare, and there may be a reason for
In terms of flexibility and overall smart design, I'd probably go with Space Empires IV. It's pretty reasonable in terms of what you can offer or demand (resources, technologies, starships, control of colonies, non-aggression, contact information of others, maps, war against others, et al) without gratuituous and gamey silliness like unbreakable timeouts for non-aggression pacts or massive inexplicable bonuses. I think that the ability to interfere with inter-empire messages via e
[quote]Now, I can understand that pirates need to scale appropriately and level off in the late-game. However, they need to be powerful enough to break through starbases and minefields to capture planets, otherwise they don't do jack once my defenses are ready. [/quote] Because, of course, there are no obvious alternatives such as making the pirates have 'stealth' properties to reflect a strategy of blending in with innocent civvie ship traffic, a preference for kidnapping future sla
[quote]This will be easier said than done, but I plan to create my own "fundamentally different" strategy game (yes I am an experienced software engineer). I've got lots of ideas on how to make the game mostly all about strategy, and have nothing to do with clickfests. Thing is, having no help and doing it all on my own, it will take years.[/quote] 'Clickfest' RTSes are the norm (well-suited for the impatient and ADDers, perhaps) but it wasn't always that way. If you look at,
I remain puzzled that Stardock/Ironclad decided that this was not worth mentioning in the "manual".
Given the actual purpose of a flagship, the only bonus I'd give it if I were giving any bonuses would be something C3-related -- such as more reliable and more rapid response to orders.
It's a *very* old genre. See http://en.wikipedia.org/wiki/Elite_(video_game) for instance.
[quote]1 Kostura, the jump gate is cool, as is the long building stun (screw you repair bay) I think however that the damage done by 1 kostura shot is less than the benefit gained from being hit by the deliverance engine. Especially as the kostura does bugger all to starbases... with the deliverance i get all my buffs making star bases go down MUCH more easily.[/quote] It doesn't hurt starbases very much, directly, but it does make them considerably less problematic, since it lets you
Have to disagree with both invading planets and boarding ships. Subjugating a *nation*, even with complete domination of airspace, even if the previous government was widely reviled, is a difficult and *long* operation. Subjugating a *planet*, at least naturally hospitable worlds potentially holding billions of humans (inhospitable worlds e.g. toxic atmosphere forcing small concentrated populations in above-ground domes would generally be more vulnerable), would take an incredib
[quote]In the past, i have make my share of complain about Impulse... the software was more that buggy... but now, it work good... only one complain is that it don't yet work on my Linux system ( Sins work and Stardock central was working )...[/quote] Well, I'll be. I wasn't expecting Wine to handle it, but it was actually able to load Entrenchment. Freaky. As for DRM and PC games, I'd place more blame for the decline in PC games sales for
Kostura gate - to - Kostura gate might be fun if possible, but the timing would have to be pretty good. (Note to devs: It would be useful to have a 'synchronize orders' toggle, so that you (1) enter this mode, (2) give orders to multiple units / facilities (3) end the mode, (4) watch as the orders start executing in the fastest possible timing such that they take effect at the same time This does not seem too complicated for
As I posted in an earlier thread on the same topic, I wouldn't mind seeing pirates essentially reworked completely from "reliably purchased suicide attackers" to "unreliable, greedy buggers in small ships masquerading as civvies, but raiding convoys and the like". Seemed more suitable for criminals to be raiding refineries, trade ships and the like, rather than trying to engage actual interstellar-empire-class navies in head-on battles. That said, the current way is much m
I don't really know what a 'kinetic bolt' is supposed to be... but some things that may justify the status quo are - it's not really slaughtering everybody, but destabilizing the government so they take over (unless we assume that the residents are *really* fast at... procreation, it's not likely that a Terran planet can go from zero to maximum population during even a fairly long war...) - that might mean destroying or threatening to destroy critical infrastructure.&nbs
[quote]seems everyone wants pirates to be able to pull some godly desperate last trick out of their sleeves. they are scum of the galaxy. they use salvaged ships. they do not have any kind of non-monetary backing from any nation.[/quote] I'd agree with the 'scum of the galaxy' notion... but it can be useful to use such 'scum' to do a nation's dirty work with a lower chance of showing its hand. Providing actual ships or access to bases would be rather blatant, but the
[quote]The whole point of having a mine-laying cruiser is to lay mines offensively. Right now, Ruiners don't fulfill this role.[/quote] Using them to block off plausible paths for reinforcements while you're raiding, dropping mines to buy you a bit more time to deploy a base in the fringe of a grav well, and so forth might be considered offensive.
No; we can apparently expect any N3rull to turn any Vasari-Vasari thread into another duplicate of his previous rantings while he presumes that Vasari should ignore its strategic advantage of mobility and instead attempt to duplicate other faction's strengths into bludgeoning choke points. There are *no* choke points against a sufficiently teched Vasari in intrasystem warfare. This is not something that either of the other factions can say... ever. So yes, a single f
SBs are treated like ships for Kostura purposes, so they're only shut down for a short time compared to structures. Otherwise, it'd arguably be overpowered. As for the phase-stabilizer effect, two things that come to mind are -- 1) it doesn't matter if the effect stops while you're in transit, you'll still get there anyway, and 2) just bear in mind that as with any other phase jump, you can't turn back or issue new orders while jumping. It's just that it's a longer jump th