In beta 2 (at default settings, tested on the prison and temple maps) catapultasaurus don't spawn as part of the natural reinforcement progression. You can get them via the extra spawn purchase though. (the three as advertised in the purchase, not normal + purchase) Note: The announcer voice does signal their arrival though, they just don't actually show up. Come think of it, I haven't seen Angels or Giants spawn either, but I can't confirm that right now.</
Zaisha
If you build a starbase in one of the uncolonisable gravwells (ion storms?) where all fighters and bombers are grounded, the base's squadrons operate normally. While it's fun stuffing a starbase to the gills with bombers squadrons and having them zoom about unchallenged, (no enemy fighters to worry about and no enemy bombers to counter) I think this might be not quite as intended. [e digicons]:grin:[/e] (This was with an Advent starbase by the way, don't know about the others)
"lost everyone of my ships save for one battleship" Guess we know what happend to the old Vasari empire now, don't we? [e digicons]:cylon:[/e]
I've found that starbases (Advent ones at least) are pretty useless as defensive measures in uncolonisable locations. Their fireing range is so minute (even with both weapons upgrades) that enemies have to be nearly on top of them to be shot at. This might not be a problem at a planet, where you can park it in the middle of your defences right next to the high-value targets, but in empty gravwells enemy fleets only have to arrive slightly off from where you parked t
[quote who="Luckmann" reply="3" id="1961715"] Why yes... of course it does... I have no idea what you're talking about... ... OH MY GOOD GOD, LOOK, A BEAR! [/quote] It means the Doom Paladins are unholy, not the bears. And don't worry, my grammar teacher is only contagious if you attend the classes. [e digicons]:sick:[/e]
[quote who="Luckmann" reply="1" id="1961647"] Heresy! Bears cannot be unholy! [/quote] The "unholy" adjective attaches to the "doom paladins" noun. [e digicons]:bebi:[/e]
I'm actually a little wary of having a tech tree in a fantasy game. (for the mundane forces that is, not for the wizards spellbook) Naturally, a city having to build "bear stables"/"bear housing improvement to the stables" before being able to build Bear Cavalry is fine. I just don't want to have the same situation as in GalCiv2 where you basically upgrade your entire civilisations weapon capabilty through a sword1/sword2/sword3/etc. mass upgrade. Having mundane research
Sadly, since Sacred 2 comes with the limited-install securom thing, the "safeguard" of a DVD in your posession would not mean much either. I'd recommend getting it via Impulse anyway. I'd have bought Sacred 2 via Impulse myself if it hadn't come out here in Europe on DVD earlier. (and if I'd known it would become available on Impulse) I'm more afraid of my DVDs getting damaged than I am of any possible Impulse malfunctions. [e digicons]X|[/e]
You must've been pretty darn naughty to get Angels on your case. [e digicons]^_^[/e]
Ah, I see. I usually just see them fly ahead of wherever the fight between my and the enemies ground troops is taking place and get wasted by the defences which they ignore.
[quote who="ImperialDane" reply="14" id="1942462"]"OH shit ! I just died and my beatiful kingdom is crumbling around me ! Oh no ! And just when i had achieved a capital city that looked like a pretty flower !" [/quote] "Oh well, looks like it's time to reload that save 10 turns ago and not let that come-out-of-nowhere gank squad take out my channeler." (probably just running away until your frontline troops can be brought in to take out the assassins) Rather than ta
This is probably just me, but do the Angel creeps actually do damage? They seem to just fly around pretty much ignoring everything while occasionaly executing a swooping dive. They do not appear to do any damage (that I can see, but things tend to be rather busy around the time they show up), nor make any "fighty" motions with the two swords they have in their hands.
Well, increasing creep hp/damage (I would favour damage over hp, makes combat more dynamic/faster rather than less) would seem to be a fairly good way of making the Totem matter while avoiding the "more walking xp" problem. Alternatively you could get a better mix of troops with some more/earlier advanced types, but that might still have some xp delivery problems. (also, "better mix" could get very complicated very fast)
Seems unlikely to be about the unit limit, seeing as this map only has one portal per side. I've had waves of troops coming from FOUR portals on the atlantis map, with each portal spitting out as many troops as the mine map's one portal.
Killing defensive structures (with the Demigod) does not give experience. Is this intentional, or a bug?
On the Mine map, posession of the War Idol by either player does not appear to make any difference to the numbers of the spawning waves. The spawns of both sides are always identical, no matter who owns the Idol. (over many waves too, so its not just a wave spawning before the Idol is taken) Map spawn settings: Spawn rate: Normal Grunt Strength: High War Rank Speed: Normal War Rank Start Level: 1
How about: The game/nation ends with the channelers death, but actually killing a channeller is easier said than done. There are lots of contingency type spells that could save your bacon in a pinch. A permanent recall spell on you that triggers when your health falls below a certain level and teleports you out of combat to your capital (with a cost to maintain, natch). A teleport spell you can cast at any time in combat if you feel things are getting dicy (or just to leave b
I'm ok with the bigshot magical creatures being a rarity in my armies. (as long as they have the stats to match their rarity) I'd still like to have some cheap and cheerful magic forces to enhance my army though. (My negative life channeler needs his skeleton/zombie forces!) It is, after all, the army of a channeler. NOT the army of a king who just happens to be able to throw some sparkely effects around. Then again, undead hordes etc. would be the work of the ch
Well, it's a realism Vs gameplay thing. While, obviously, you can't dodge while stuck in a block of ice, "evade" is mechanically just a defensive bonus and it's not as if you lose the effect of armour while stunned. On the other hand, perhaps stunning qualifies as a counter to a high evade rating. That's up to GPG/Stardock to decide (and us in the beta [e digicons]:grin:[/e] ). Unless it's already decided and it's just a bug, of course.  
Rook "evaded" damage from my (torchbearer) Ice Rain, while he was stunned/frozen by my frost wave ability. Is this an error, or should the "evade" ability function while the demigod is stunned/otherwise unable to move?
The beta crashed upon trying to change the player's (my) Demigod selection immediately after entering the game setup screen from the main menu. I submitted a report via the dialogue popping up after the crash (GPG's, not microsoft's) My dxdiag info: ------------------ System Information ------------------ Time of this report: 11/12/2008, 19:44:57 Machine name: P4GD Operating System: Windows XP H
Ehm, it doesn't actually mention who the developer will be. You think it'd be GPG, but who knows these days with IP rights rarely residing with said IP's creator. I hope we don't just get some second rate knockoff by another dev team.....
[quote who="McFungos" reply="8" id="1932099"]@Zaisha Ok, as long we avoid the Oblivion uber armored thiefs in the late game. [/quote] How do you feel about uber armoured Death Knights? (who ate the thieves)[e digicons]}:)[/e]
[quote who="McFungos" reply="6" id="1932012"] It would be good to have some hard dongeons close to the starting positions that would advert the trope : "Farther you are from home & stronger are the opponents". [/quote] How about dungeons becoming stronger over time instead? So you don't get beaten up right at the start because you got placed next to a crazy strong dungeon and got hit by a swarm of demon lords on turn 2, but the dungeons still pose a challenge late-game.
[quote who="vieuxchat" reply="13" id="1929969"] But the game is between the human and fallen ones. Good and Evil are just overbeaten dead horses. [/quote] But isn't that what necromancy is for? [e digicons]}:)[/e] Seriously though, I would like a bit more race choice than "humans" and "naughty humans". Though I suppose user-made content will help with that in the long term.