I've been trying a lot of different openings with my first champion, wanted to hear what other people do. Do you put them in a city to knock out unrest, have them scout the map, focus on army building and get them to go monster hunting, monster hunt solo because your that much of a baller, etc.
Stalker0
[quote who="sweatyboatman" reply="4" id="3373016"] If you have a fully upgraded 4 essence fortress, you've already won.[/quote] Generally i'm just talking a level 2 fortress, enough to get that +8 production and access to the fortress upgrades like blacksmith. Also i generally play expert difficulty with either normal or challenging monsters.
Does anyone know how the swarm bonus works? Is it like +2 attack per person near or something like that?
In the discussion about weapon types, people talked about how militia were able to tackle enemies "above their weight class". From my experience after several games, this seems very true. I'm finding myself routinely using even basic level militia well into the mid and even some late game. Due to a couple of factors: 1) Crushing Blow: The 100% attack multiplied by the number of militia means i can routinely slaughter several targets right off
[quote who="atlatea" reply="5" id="3372653"] And don't forget that if a city levels up, not only the unique building that is useful, but their yield will increase too, example: a level 2 conclave have 10 research, when it reach level 3 it will become like 17 or 20, it's a passive bonus of level up[/quote] Ah, this was the key piece i was missing! That makes growth a lot stronger than i thought, because while buildings can generally get me another +1/+2, growth can
[quote who="Fallenchar" reply="2" id="3372663"] I believe Initiative is a mystery to everyone. You can never have enough, that's for sure. Attack and defense work like this: A = A * A/A+D. This is your max attack damage. Minimum is half of this. [/quote] Thank you, this was really helpful.
one other thing i will say about crushing blow is that its effects tend to scale with the number of units i have. While 1 crushing blow won't kill everything (although it still does in many cases), combining it with 2 or 3 can routinely kill most monsters and units. Having an army that can systematically kill a couple of units each round at its whim is very powerful, and the loss of offense for the enemy is well worth the 1 round of stun for me.
Leveling a city is a lot of fun, but over time I've come to wonder if its worth the time. Leveling to 2 is important to specialize your city and get the nice benefits it brings. But when you factor in: 1) A good food area tends to have less production. 2) A lot of production spent on food buildings could be spent on other buildings or units 3) Spells that provide food and growth could be providing money, mana, better units, or more prod.
[quote who="highwayhoss" reply="9" id="3372177"] Some possible ideas on weapons balance: Take backswing away from axes (except dual axes) and give it to swords. Swords being fast should give a user the chance at a second hit if the first misses. All attacks at one tile range should be vulnerable to counterattack; no exceptions. Give spears a range of 2 tiles instead of CA immunity. Swords should get a slightly higher chance of critical hits. [/quote]
I'm a big math guy, and while the manual tells me what various things work, it doesn't tell me how much they work. So any help in understanding would be appreciated. Initiative - Basics is more initiative means you go first and more often. How does the more often work? Is it where if i have +X initiative more than a guy i go twice as fast? Attack - I know the attack is a damage roll, but how is the damage calculated. If i have a 10 attack,
New player, loving the game so far. One thing I've noticed is that taking cities feels a bit easy to me, especially once i beat the initial big army the rest of the cities tend to fall like dominoes. Right now, only fortresses can give themselves defensive structures. But if i could build the most basic ones (perhaps the hedge wall) it would give the city some defensive oomph.
Just played my first game in the beta and....yes pirates are still way too good, especially in the early game. Even if I can fight them off, the early power I buy is too good to pass up. Even for several thousand credits, I'm getting way more bang for my buck than if I had bought ships. To me, the pirates should just play off the bounty system. They attack you until the bounty is finished, and then they leave. The fight till the last ship mentality doesn't make any sen
So the long range jump tech says that I can make jumps into distant star systems. Sounds good. So I'm playing on a multi star map...and there are already wormholes that let me leap to other star systems. The long range jump tech doesn't seem to add anything different. So what does it do?
That worked like a charm, thank you very much!
Its my first time modding and I'm lost on where to put the files. All I have right now is the PlanetImprovements file with my alterations. What do I do from here, do I need additional files, and where do I put them? I've read the basic modding guide but its a little different with GC2 Ultimate and so far no luck in getting the mod to show up.
Here's the few I have: 1) Reduce the aggro generated by fleet modules: I like that fleet modules make a ship more desirable to attack, makes armor a lot more useful. But I think right now the aggro bonus is too high. Its too easy to pack 1 weapon and godly armor on a ship with a fleet module and make your fleet practically invisible for very little money. I know there are other ways to do this with hp modules, but with armor its dirt cheap and very easy. 2) Remo
I don't know what I'm doing differently but I can almost always get a few P22 or 20 planets with but a single morale building. I will normally get a couple of morale resources in space, but not the 5 or more people are mentioning. Then I'll put a big morale building on the planet like the political capital. My question is I recognize that building influence buildings or econ buildings generally gives you a better return overall...but how much of both do you get
Another trick you can use is the fleet module aggro strat. Normally if you put defense on a ship, the computer targets the ships in your fleet that have big weapons. However, fleet modules paint a big red bullzeye on your ship, so that even if it has a lot of defense, its normally attacked first. Start researching a lot of defense techs, then build a big ship with just a few attack, a lot of defense, and a fleet module. Combine it with ships that are armed to th
I beat the mission on tough with TOA adjustments, though it took many tries to figure out my strategy. My key to winning was military starbases. Early on I created hordes of 1/1 ships and went right into the miltary starbase tracks. The key to winning wasn't actually weapons, it was defense. The dreadlordes ships are actually pretty easy to kill, the problem is with the 1 HP tie rule, they would always win the tie and kill my fleet. So I started building 4 milit
I've just started playing TOA after a long hiatus from Gal Civ II. In general I love the new changes, and fleet modules is one of them. I know that the computer targets ships based on the Attack/(HP+Defense) formula normally, and that fleet modules actually provide a big bonus in this category, making them much more likely to be targetted. I think this is a good thing for the most part, and it allows me to add some armor to a fleet moduled ship and still have it be targetted,
[quote who="MarvinKosh" reply="2" id="2199819"]You can also place the module on an unarmed ship. So far as I know, armed ships are always targeted before unarmed ships.[/quote] I actually like that fleet modules increase aggro, I just wish it wasn't so much. Frankly I'm finding combat too easy now. I can make one ship with maximum armor, put a popgun on him, and then stroll in with my army of super weapons with unarmored ships and completely destroy the opposition. Sure
Currently when you apply a fleet module, it greatly increases the ships priority on getting attacked. This means even a ship that has 3 weapon and 60 armor surrounded by all weapon ships will often attacked first. Is there a way to reduce the aggro amount?
For a while I had heard that if a ship has a fleet module on it, the computer increased its priority to be attacked (aggro) by a fair amount. I thought that was great, makes armor a bit more useful and all. However, after trying it out, I had ships with 3 weapons and 60 shields using a fleet warp bubble III....and they were always targetted, even if I had small ships with nothing but guns. I couldn't lose, with my single invincible ship I was mowing through fleets of enemies.<
Coming from DA to TOA, I've used creativity from time to time...but it seems like it got a massive massive upgrade in TOA. I have techs that need 20 turns to finish and I'm completing them in 3. And its not that rare either, I estimate at least a 30% increase in my researching just from that little point to put in creativity. So why was this trait made so godly?
I'm having the same issue. Also wanted to see if this was a bug. I played the first two missions of Dread Lords, and the game would end...only to start the same scenario again! I fiddled with it a bit and then it took me right towards Apocalypse. Is that correct...or are there a few missions in there I skipped?