I find if you trick them into following you into an abandoned building and have the chair and duct tape ready, you can get in a few hours of interrogation in, and then- Oh. Oh, you didn't... Right, uh, in the GAME, no me neither.
davrovana
I am enlightened.
Yep, that's why I always add some garbage unit like a soldier to the stack last. : )
I know what that button is/does, just curious why it has the name 'shafer button.'
Am I the only one who had to look up biome?
You moved onto his tile inside his fortress? Can you post your save?
It is called the Spell Of Dominion somewhere. Not sure if it supposed to be the spell of making.
What is a shafer button?
Dunno, I kind of like the automatic autoresolve. Losing a few units unpredictably does reflect the attrition of battle: isn't any battle where you KNOW the outcome by definition not interesting? I actually like the feature as is. Though so far I seem to be the minority.
[quote who="abob101" reply="249" id="3501978"] I'm just taking a quick break from modding and getting into a game of Sins Trinity. [/quote] I heart Sins. Enjoyed Rebellion a lot but Trinity was probably the best version of the game.
Both the SK and his LTs are just way too easy to kill. Part of that might be because Riders are so amazing , but that's not all. Lieutenants: Lieutenants are just a curse/graveseal and swarming pikemen away from death. Can the LTs get more initiative, and some point-defense/anti-swarm abilities that the AI will more readily use? Every time I have fought them, they get off one massive melee attack tha
Thanks Scott.
I think the player's cities should remain as are, but the SK's cities need to scale with something. The doomsday counter sounds about right, but maybe proximity to the SK would be better. Distant outposts are guarded by merely two Trogs and two Trog archers, but if he manages to build a city nearby his fortress, it'll be guarded by swarms of shadows wargs and a juggernaut, maybe even a few umberdroth.
Horseback units in Sk are good. REALLY good. Wild Horses is easily the most valuable resource. And when you consider that almost all of the rider's skills scale by level, INCLUDING initiative, they are a no-brainer. Last game I had a stack with several riders at level 18. They were like mini-champions, and whooped the Sorcerer King's ass. Thus, suggestion: -Make Riders require 1 horse, 1 logistics, AND 1 metal -Remove their initiative sca
Any comparison to Populous sounds awesome, that's the direction I was hoping for.
I find myself trying to hit shadow wargs with ranged units, but the chances are listed as sub 10%, usually 3-7. I check the stats, and my ranged units have accuracy 77. The warg's base dodge is zero, with a bonus of fifty against ranged. Shouldn't the hit chance then be 77 - 50 = 27% chance to hit? Where is the extra 20+ of dodge coming from? My guess it is in the hard code, perhaps an ability wargs have that hasn't been given a .xml entry and thus no icon to communicate i
There seems to be a new feature where auto battles automatically happen if you are considered 'guaranteed' to win but there remains a chance one unit will lose a small number of hit points.
Damage is only inflicted after the enemy unit ENDS a turn inside the outpost borders. Still no damage?
Oh, can arcane monolith come back?
If we can't surround a shard with rock, then maybe we can... BANISH SHARD: Target shard is removed from the map, disallowing either the sorcerer king to destroy it or the player to build upon it. Oh, this might be interesting: FALSE FLAG MASSACRE: Target neutral player that has joined the Sorcerer King no longer assaults the player, but the doomsday counter gets +10.
[quote who="HenriHakl" reply="4" id="3500653"] A separate suggestion: The game-winning Victory screen: it would add ALOT to the game satisfaction to have the text be different based on your intangible resources. If I'm a cruel warlord that defeats the SK, I don't want to lead men into an age of peace and prosperity - I'm cementing my position as the new big cheese! [/quote] THIS! Allowing modders to set the en
[quote who="charon2112" reply="7" id="3500548"] Draginol is the sorcerer king. [/quote] Not true.
[quote who="Ockhams razor" reply="239" id="3500479"] 2) Are there any other Mods that are compatible with this mod? [/quote] My paladin path mod and sorcercer path mods will be modified to work with this soon (don't know of any major conflicts at the moment).
The new ability for Riders has a long, long animation delay. I purposely don't use it because of this. Otherwise it seems like a good design choice!