seanw3

seanw3

Joined Member # 2990919
3 Posts 1,220 Replies 30,228 Reputation

Yes, flesh bound tome has many advantages to mana. You can also sacrifice city defenders for extra mana. It's a great trait. I might increase tactical summons to 50 so that you get less mana from it.

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Well, you should turn the world and faction difficulties down to easy or beginner. Set monsters to sparse. It should play easier to allow for a few mistakes. I always get logging done first while researching training. For Gilden, this is a good first step. Your hero is a tank, but you need spears to supply the damage. 3 spears and Markinn is usually enough to kill the early stuff. Once you have Training, go for Knowledge. From there you have to make some decisions about your city's max le

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Ah yes, the turns take longer on higher difficulties. The AI acts very foolishly unless you give it time to think. You can personally decrease the intelligence of the AI to boost speed, but that will make the AI somewhat of a dullard. In CoreDifficulties.xml, look for a tag called AI Intelligence Factor. 1.5 is the normal level. I have most of mine set higher. Personally, I would rather wait because otherwise the enemy factions won't be competitive. The wait time does decrease on high per

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I am phasing weapons out of the magic tree. Once they are gone, more magic will go into it. Probably some summons and spellbooks. I want the magic tree to be viable as a stand alone strategy. But the power it offers all needs to be derived from spells and magic. There will be new techs that prereq the two trees, where I will put things like enchanted weaponry and beast training.

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The biggest difficulty setting factors are monster density and world difficulty. Sparse is much more sparse now, while normal offers the level of challenge I think most players are capable of. Dense is for the elite. World difficulty determines how quickly those lairs out there are going to become mass armies. So, you could try playing with a harsh world, but sparse lairs. Or even a normal lair setting and a beginner' s speed of upgrading. That would lead to large experienced armies and b

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I walked into a city and swept 9 units for the win. That seemed a little too good. But you can still do some great damage with it. Another update coming tonight, so don't get into a new game just yet. This one has better gear for heroes and some more unique iron golem designs.

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I would like to see the new generation fight that massive alien invasion that has been traveling since the old republic. Or really an old republic movie would be nice too. Kind of nice that Luke will legitimately look older when he runs the academy. This could get really cool.

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1.0.005 us up. Changelog updated. Overall this one shores up some weaker monster designs. Binding power has increased alot. It seemed powerful enough already, but for 2 faction customization points, it should off you a much larger army. The last update pushed things too far away from your starting position. I updated the starting spawns to be weak, but grow in power sooner. You will want to crush them quickly. I don't want to give too much away, but mites have often been kno

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Early spawns for mites and the syndicate are not upgrading fast enough? I'll make a note. My solution to farming is to make the easily farmed spawns random explode with armies. If you farm them too long, you get farmed. I have a nice little idea for how to make those two seem different from your average lairs. Thanks for the heads up. As to Goetia, soon you will get a taste of the early level spells. A mere 20 summons for low level casters. That should shore up the Archsummoner an

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