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Around 21:20 in the first video I noticed you traded for Floating Island even though you had already been researching it for several turns. I don't know how many turns you had left to go, but I wondered was it for diplomacy reasons or did you really want that spell right away? And am I correct that those research points you spent don't get carried over to your next research choice, that they are lost?
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Yes, that research is lost.
I don't remember but I think I needed to start researching something else (maybe Summoning Circle?) immediately or something like that.
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Speaking of that - I find myself microing the research to avoid wasting power, in the first 5 years or so. That gets old quickly. Would it be doable to save the left-over for the next research?
The same already happens for skill, so power management would gain a bit of coherence.
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(September 11th, 2017, 04:19)Arnuz Wrote: Speaking of that - I find myself microing the research to avoid wasting power, in the first 5 years or so. That gets old quickly. Would it be doable to save the left-over for the next research?

Unfortunately not.
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Started a new game, Expert, random generated wizard (7 chaos, 3 Nature, 1 Death, Tactician, Nomad).
First 8 years were peaceful - I started on islands in a corner.
Two wizards seem to be growing faster than me, while two more are about equal.
The two growing faster declared war (one for chaotic, the other, Myrran one randomly attacked one of my small cities), the other two are a ruthless and a maniacal, but I have an alliance with one and a wizard's pact with the other, expecting the latter to eventually turn into an alliance as well.

Assuming I manage to survive, I expect a very destructive endgame - I play Chaos, and my "friends" are mono-Chaos and Chaos-Sorcery. This might be one of those rare cases where crazy trades like Flame Strike for Disintegrate happen :D
(...the mono chaos also has 2 Sorcery books. eww.)
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Doom ignores armor, magic immunity grants +100 armor, so I believe doom will ignore magic immunity.

Speaking of which, I think wave of despair can kill a cold immune target, if the target has vertigo and spell ward against it. (Maybe even if only one of those is in play.) Obviously super rare, but probably not intended.

Actually in general vertigo plus spell ward should make any 'immune' creature vulnerable to damage.

Does spell ward work on a magic immune target?
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Did you by chance load an EXP12 save file into EXP13?

I should have put a huge warning there that they aren't compatible (tho this should have been obvious by the 'removed unit" and "added new unit" changes).
In particular, War Mammoth is now in Orc Spearmen's slot, Fire Elemental is in War Mammoth's and Water Elemental is in Fire elemental's.

Doom ignores armor, including immunities.

Wave of Despair does not affect units with Cold or Magic Immunity. Note that armor has no effect on the spell in the first place, so armor granted by immunites doesn't matter. The spell is coded to skip units that have the relevant Immunity ability.

Spell Ward doesn't reduce "To Defend", it reduces defense, so 100->96 shields, not relevant.
Vertigo does reduce To Def but not by that much, only one.

Spell Ward works on a Magic Immune unit, yes. Vertigo does not however as you can't target it.
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Oh I thought spell ward had -to defend. Yeah then only vertigo isn't enough in its own. OK!
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I suspect you are using the EXP12 executable with the EXP13 unit graphic files for that 3 figure fire elemental result.
Anything before EXP12E still had the item data corruption bug, and once corrupted, they remain that way even if you start using the new version.
Basically, you have a "ghost" item that is already marked deleted and as soon as a new item is generated, that item replaces it - but as you are receiving a new item at the same time, you end up with two.
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The 3 figure fire elemental frigging rocks <3

Until now I've been thinking that the game had sprites for each number of figures! Cool smile
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