[quote who="Falkoner" reply="7" id="3745099"] Planets are ok, but resources... Damn, too many things need durantium and there's not nearly enough. I think some of the durantium requiring improvements should be "free". [/quote] Agreed, what I ended up doing is modding the durantium yield from 1 to 1.25 . Others might want to go higher. I think the overall problem here is that you cant set resources independent of habitable planets, because resources are de
charlando
I have noticed exactly this as well and its brutal. The option that works is to set planets and resources to abundant but then nearly every star system has 3 planets. Check out this screenshot of a starting position in this thread https://steamcommunity.com/app/226860/discussions/1/1850323802587888139/
[quote who="wwscott" reply="6" id="3743120"] Overpowered yes... but I must admit to enjoying 1K plus surplus income after adopting Plutocracy... after a few turns I can buy almost anything! It does remove any need to work on the economy upgrades so I agree that it does seem broken. I guess I'll start working on the economy so I can afford to change governments. I really do need the extra planets since I play on ludicrous (queue Carl Sagan, "Billions and billions..."). Thanks for the insi
[quote who="Croc411" reply="1" id="3743238"] Quoting , quoting post I found that hyper gates are dangerous to my troop transports. I've had enemy ships pop in out of nowhere and kill my transports by using hyper gates. I can usually keep my transports a safe distance away, but hyper gates changes that. I'm finding that making my
Yeah I tweaked the global defs file for exactly this reason. I thought I was being generous moving it down to 12, may reconsider and lower if further to 8. If you want to tweak it yourself make sure you do it in the most recent dlc folder. And yeah, in a unmodded game the only real function of incomes seems to being paying for maintenance costs, the 20x rush multiplier is flat out absurd when early game your are lucky to have an income of +5 to +10, more often its negative 20. <p
Interesting playstyle - diplomatic manipulators. Looking forward to it!
[quote quoting="post"] Fleet battle viewer updates. First, we are hiring game developers. Send us your resume. We have a lot of projects at Stardock and a lot of the time, we can't put engineers on something simply because there are no people free. The fleet battles area of the game is something we really do want to improve but we can't because of lack of developers free to work on it. [/quote] So I cant help but ask,
Yeah the necromancer is kinda weak. The best I've seen is using her to spam the blind spell. I agree with you, magicians are pretty week. Keplin the Mage really shines if you are the tinker sovereign - he only gets 2 spells per battle to balance out his strengths but you can get many more with Keplin.But you're right other champions are far more powerful. I couldnt see myself soloing the sorcerer king with Keplin but I have done so with Tandis.
Can we do a balance pass concerning single figure vs multi figure units. Maybe I'm missing something, but so far it seems like by far the strongest army composition consists of heroes + sentinels with gear and enchantments + 1 paladin for the attack buff. Multi figure units just benefit so much more from gear and enchantments from my perspective. If I'm missing something could please explain how single figure units are still viable? I want to be able to use units battlemages,
So when I fight against the sorcerer kings lieutenants the fight has generally gone in one of two ways. Either they try to daze a few units, then don't do anything too damaging and I defeat them easily. This is what happened in my first two games. One my third game Ive attacked them with a weaker army but still matching the combat strength of the lieutenants. From my past experience I thought it would be a closer match but I would be able to come out ahead with possib