Haven't played much of Beta 4 yet, but there have only been a couple of cases in previous games where any of my cities have had a chance to sit idle - there were always useful improvements to be built of one kind or another, and the backwater settlements that didn't need to churn out troops also tended not to reach high levels and get the better buildings. Then again, it also doesn't help that I never get to the late game on large maps any more due to the load save/crash b
MisterAedan
The game I'm playing at the moment is interesting, with a lot going on - Reliquary items popping up all over the place (Wooden Sword, Shield of Many Fates, and I saw an AI champ carrying the hexed demon scroll around), several Stormworld champions running around, a poison river, and the Frost Giants having suddenly emerged from a slow start to being a seriously lethal-looking faction. The only bug I've spotted is that some cities seem to have invisible rivers next to them & can bu
[quote]One of the weaknesses is cruel, which gives you a +1 attack, but makes champions 50% more expensive. My question is if you take both of them doesn't that just give you a +1, with no cost champions.[/quote] I think it gives a champion who has +1 attack and a 50% discount on champion rates (the free champions comes from a -100% discount being applied, so when this is added to +50% it ends up as -50%). Not quite as awesome, but still abusable. When Natural Leader on
Hey, just ran into my first Angel champion, there's a typo in the Angel Blood entry as it appears on the level-up screen: Also, the Angel New Faith ability trips the bug which causes a champion not to have spells if he goes first after a spell that automatically casts at the beginning of combat (sorry, I can't think of a better way to put that). S
[quote who="seanw3" reply="25" id="3190463"]Right now the early game offers few monster related limitations to expansion.[/quote] I dunno, I can normally secure one expansion site fairly quickly but unless I'm very lucky any sites after that are perilously close to slags, umberdroths and other beasts that are way beyond my ability to fight early on, and which always attack my cities if provoked; others are guarded by really serious enemies like drakes and shrill lords who are a th
Those changes look great - my next game was going to be as Gnomes but I might have to give Frost Giants another go now to try out Towering Lords...
It doesn't seem to affect small maps (so far) but yeah, it needs fixing fast as it pretty much kills playing big, epic games.
I started playing a fast-paced, small map game as the Shadows, against the Golems, Undead and Centaurs, and it's running incredibly smoothly, with the four races closely balanced (there's a 20 point power gap at the moment between the Centaurs, who are strongest, and the Undead, who are weakest). I love the way the Shadows look and play and haven't encountered any problems with them. The other races are performing strongly too and don't seem to be having any troubles I
[quote who="bbr91" reply="441" id="3187279"]I am currently playing a modified version of this mod, as I said, with default AI personalities, smart minors, and I also buffed the Arceans, the Drengin and the Korath, so they have a better chance of survival. The Arceans are still the underdog but at least they have better chances with an economy and an influence bonus.[/quote] How does that work out for you? Do the races with the weaker/broken AIs (Drengin, Korath, Yor, Iconians & To
Yeah, I added them to one of the existing threads ( this one ) but I can create a new one if that's more likely to be seen.
Yeah, had this too on a large map - save and debug , in case they're helpful - and what I think is the right zip from the program data folder...
[quote who="Heavenfall" reply="151" id="3187374"]Had a chat with seanw3, he's running small maps now as well to avoid the memory issue in unmodded games.[/quote] Yeah, I've just had an interesting unmodded game ruined by this. Going to switch back to smaller maps for a while.
No, I had deleted the files - and I'm pretty sure I've seen it once in the unmodded game too, although I didn't know what I was looking at at the time.
First up, the injuries look great, and I particularly like the Angel ones! Secondly, I've been playing a game as the Undead and when I loaded up again, the game started crashing at turn end or at save. Save game is here and debug is here , if they're of any use to you. I was actually very surprised as up to now the mod has be
OK, now this is just teasing. Looking forward to more news, whenever it comes. [quote who="Ynglaur" reply="1" id="3185267"]The Lego-like ship builder is still one of the best features in a space 4x game ever.[/quote] This. So much fun.
I've had a hell of a time trying to reproduce this, mainly because the AI isn't unlocking city hexes - all four of the Empire AI sovereigns take the same set of abilities (paths of warrior & assassin, 2x strength, merchant, and any combat abilities that pop up) and none got beyond level 8, so no-one is getting Death III (which is what unlocks Antipathy, I think?). Karavox eventually dropped 3x Frozen Bones on me over the course of three turns, but by then it was later in the game
Some feedback! I started a game with a custom Urxen faction using Kennel Masters, Dogs of War and Xenophobia (along with some regular abilities: Assassin's Tools, Archers and No Armor).Trying to design a more distinct, bestial Umber that relies on warg riders, monsters and mercenaries rather than heroes. DoW seems to work fine, so far, but haven't really put the mercenary trait to the test. Kennel Masters is great, although I hadn't realized that the Companion War
Cheers, this is all really helpful. [quote who="Heavenfall" reply="11" id="3185393"]but it will be difficult to balance, because people will just choose to play without the paths they never use anyway.[/quote] Yeah, true, would have to give it some thought there... if it could just be an additional, secondary restriction on an existing weakness that would be my preference, or if not, I would probably make it worth 0 points rather than -1 - available as a self-imposed restricti
[quote who="Heavenfall" reply="8" id="3185374"]You're exactly right, they were designed to be "small" so I could have more different stuff for each faction. They're just ideas, you could boost them up a bit. Or have them as 0 cost abilities.[/quote] Heavenfall, some of the "blood" abilities in Stormworld restrict races from taking certain paths - would it be feasible to make some of these restrictions apply from a selectable faction trait instead? e.g. "anarchic" would prevent
Archaeology: Could you make an equivalent to the Altarian quest map that spawns a lost library or similar instead of a quest (essentially, using your gold surplus to tech up)? Thaumaturgy: Could this also unlock some upgraded magic weapons that are slightly more technological in feel than the enchanted staves, axes etc? Re: Power grid - is it possible to make this grant +1 shard power to all city enchantments? Even if so, I guess the Beta 4 changes limiting the number of enchantments
Cheers DsRaider, have downloaded it and am looking forward to giving it a go!
Oh, no way was I neglecting Umber, it's more that something sparked in my brain that there would be a nice fit with Capitar, since warhorses are already their "thing" and they're in dire need of more interesting abilities (whereas Umber were already interesting & powerful). But I would never advocate bringing back one without the other. I really like the idea of Umber getting a lot of beasts, especially the boars, and they're in need of some new identity now that Serpe
Hmm, you know, if they just made Legacy of Serrane/warhorses work this way they would instantly have a nice, suitably overpowered way to bring Capitar back in a way that matches the overpowered abilities of the other factions. Early access to cavalry, more horses & ability to build better heavy cavalry would be pretty neat. Wouldn't even necessarily require a building (I read on another thread that the AI has trouble taking full advantage of abilities that require special buildings),
I like them as they are - I like the uniqueness of them and their differences from the vanilla factions. Wouldn't want them to be more like the existing races & feel no need to make custom factions from them when there's already plenty of new stuff to explore. Each of the new races seems to have a lot of cool tricks and unusual limitations, anything that lessens that is a bad thing in my book.
Yes, I am interested in an in-game quest editor. Very interested.