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Caster of Magic Release thread : latest version 6.06!

Ok. That didn't work at all. May 1403, and I am giving up. Oberic (6 chaos books and some other stuff, ruthless) put corruption on my capital cities gold.. and I now have negative gold income. I'm klackon, so not only can I not purify the corruption, I also literally can't support my own cities from their own buildings. Yes I have max taxes. Pure sorcery meant I didn't have any early game to take out lairs to collect gold that way.

So... thoughts for my next attempt? (Klackon are out. Their economy is just so bad. I hadn't even built a single military unit yet.)
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I don't think klackon is viable without marketplace. Unless I'm crazy and just missed it.
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Did you build roads?
Maybe your population was too low? It's easy to have too much buildings when you have 50% extra production but only normal population growth.
What did you build? How many cities you had?

I guess the free sawmill hurts this race quite a bit - no extra turns to grow population while waiting for it so you have like 1-2 pop less than normal now - and klackons get all their money from population.
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My first settlement was pop 1. I had 3 outposts. I had a road between my capital and the first settlement. I think my capital was population 6.
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I am trying orcs. I also gave up on sorcery. I want to base my game around summons since its much harder to overbalance them. I've gone with death as they have very few buffs against other summons. So extreme death orcs. I took guardian because it is strong if you fight a lot but can't do fortress strikes, which is the idea for this game. Took cult leader and 2 life for heavenly life so my early game won't suck and I can do lots of expansion quickly, but won't have much mid game. Leaves me with 7 death, hopefully enough for some nasty very rares. Took cloud of shadows for guaranteed rare specifically to reinforce the defensive game I want to play. (Every city with guardian, heavenly light, cloud of shadows, and summons, should be very strong on defense, while not adding anything to offense, maximizing length of game.)
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Hey Seravy, I love this game and have been loving this mod that I just found. I had a question, are the nodes and towers in this mod weaker than in the base game? I've played through 2-3 times now on Impossible, (loving the difficulty changes, though mobs running away does get a bit tedious) and I if I remember correctly, I used to always see stacks of 6-9 sky drakes, great drakes and wurms in nodes, and tons of demons in towers. In both my recent games I cleared out all of both realms (a few nodes were lost to AI but I doubt they were this strong) and the hardest I saw was a 5 sky drake pack, another chaos node had 2 great drakes. I realize it could just be coincidence but I thought I would ask. Thanks for the great mod!
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The difficulty modifier no longer makes nodes stronger because that is actually lowering difficulty - more monsters = more treasure for you = easier game.
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Found a new bug. A stack with both a Windwalking unit and a transport has infinite moves - both units assume the other is carrying the stack and spend no movement points on it.
I guess in this case the transport should take priority and disable the wind walking effect...

...so

Quote:4.0a
-Fixed bug - Wind walk and transport ability in the same stack results in the stack moving for free as the two carry each other.
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Um. Any way to have the higher movement one take priority? I'm specifically thinking the case of a windwalking giant is probably slower than the transport; but a eindwalking hero with items is probably faster than a warship.
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(April 20th, 2017, 14:43)Nelphine Wrote: Um. Any way to have the higher movement one take priority? I'm specifically thinking the case of a windwalking giant is probably slower than the transport; but a eindwalking hero with items is probably faster than a warship.

None and this method is the fastest possible. Being carried by a transport uses no movement points, being carried by a wind walker uses the full cost but prevents it from reaching zero. So the transport should always take priority.
You can load the whole stack on the ship, move while the ship can and THEN use the wind walking to move the rest of the stack, effectively moving as much as the total movement of the windwalker and the ship together.

(of course this assumes you did patrol the stack before moving the ship, otherwise you waste their movement points.)
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