jecjackal

jecjackal

Joined Member # 3573282
1 Posts 60 Replies 13,013 Reputation

Hi guys, I just completed my second game as Evil Yor and I was curious as to which factions get the good, neutral and evil technologies. I'm asking because WHen I was good Kryn, I got no unique techs unlocked (I did get innate bonuses of being good). Also The evil technologies (the psonic weapons) appear to be pointless. In many cases the choice of black hole gun or pisonic gun, which really wasn't a choice, the black hole gun does more damage. Th

5 Replies 6,851 Views

When bandits group together, they are still single units. They are just a stack of single units. No the only way to get a group is to train it. You cannot group your units together (into a party etc). You can move units together as an army on the map. This does not require a tech. To do so, shift + left click on the unit portraits (they will light) and then move them as normal. Alternatively you can select the tile the stack is on and then execute a mov

14 Replies 10,607 Views

I have 5 econ starbases with 3 levels of the manufacturing modules (+5% research/military/social production) but the planets within the bubble do not appear to be gaining any of the benefits. I'm seeing the normal number of "shields" being produced and no additional planetary modifier. Now before I go claiming that this is broken, I just want to iterate the steps I took to set these to to make sure I did everything correctly. 1. Build an econ starbase with the a

7 Replies 7,782 Views

[quote who="Frogboy" reply="4" id="2846179"]Elemental has demons, dragons, drath, etc. that one can research up to. That said, I think there's a real pacing issue that needs to be addressed in the future. I am not convinced that we need 5 different tech trees. I could almost imagine it broken down to 3 like: Civilization Lore Magic where Warfare, Diplomacy, Adventure and Magic get split into these areas. O

72 Replies 273,866 Views

I think that if cities had a natural "milita" then the early rush could be reduced. It is unlikely that dozens if not hundreds of people who follow a single person would not fight their invaders. It would be nice if some "free" population could be spawned to help defend. General Rules Every city level will provide a fixed number of soldiers to defend the settlement. Where I specify sizes (soldiers not levels), the appropriate tech is required. I know emp

28 Replies 43,174 Views

Could a dev please answer as to what an Ambassador does? The description does say they produce diplomatic capital but I couldn't ascertain a function for them (my diplomatic capital did not increase after building one).

11 Replies 6,258 Views

[quote who="impinc" reply="5" id="2845715"]1.1 comes out today. Why would they release another beta patch? I'm pretty sure everyone will get it when it's released.[/quote] Where did you hear that it comes out today?

26 Replies 9,620 Views

I think the monster spawnings should not be tied to just the adventure tree but all trees. The benefits of the adventure tree will seem more important if there isn't always the downside of "Oh crap, I have to fight an even BIGGER drake" (Which admittedly is the fun:) ).

5 Replies 7,769 Views

[quote who="Frogboy" reply="3" id="2845056"]Yep. We'll be talking about v1.2 right after v1.1 goes out. My *personal* short list includes: . Getting the AI better at building grops . Better unit design by AI players . Better city specialization . More awareness prediction of enemy destinations . MUCH better diplomacy So as much as you guys may like v1.1, v1.19 betas (for those who want to play the test builds) will b

16 Replies 6,758 Views

On the monster spawning note, I've gotten to winter of 244 (where I always crash for some reason) and I have not seen anything tougher than a bandit (the 8 attack one). I'm on ridiculous world and faction diff. I play an 11 player game and I don't normally do the adventuring techs (atleast i'm not testing them in this beta because not a whole lot changed in them). From how Derek explains the spawn level working my 0% contribution would amount preventing the 89%->100% spawn level. (or atlea

51 Replies 19,210 Views

Does this mean that the name of the world affects the generated map? Because that would be kind of cool if I liked a particular map and wanted to play on it again.

9 Replies 9,138 Views

[quote]funny how you can cast one spell in combat but multiple outside of it.[/quote] A turn in tactical combat represents seconds where as a turn in strategic represents 3 months.

15 Replies 5,585 Views

To add: I had a single unit defending a town and moved him where the OP described his wife was (inside the city walls, with only 1 square adjacent). When one spider moved into that square, the other passed their actions.

7 Replies 4,567 Views

[quote who="AlLanMandragoran" reply="6" id="2842243"]I shook the marbles loose and came up with the following: Why do I currently found cities? Claim resources - definitely Strategic chokepoints - kinda but not really since Teleport is uber for offense and defense as it stands today "Civilize" the wasteland - kinda but not really. Sure, I push back random spawns of mobs and provide a boost for combat on my default terrain but not significant rea

25 Replies 25,403 Views

They could do something as simple as the following: Shards always reduce the mana cost of their element by a % (10-20). Int Always increases damage of the spell. For buff spells, Int could increase the effect of the buff (% increase or pt increase) per point of Int.

12 Replies 25,029 Views

So i started my second game as Yor (Had to throw in the towel in the first game). Habital: Abudant Planets: Common Size: Huge Normal Tech Pretty much the middle for everything but frequent randoms (I find them to be halarious, even when they happen to me. Drengin president got assasinated breaking the Terrain Dregin alliance.) Anyway, I read the "Index of Tricks" thread and holy crap, there were a lot of good ideas.

4 Replies 5,641 Views

[quote]Also: it seems that mid- and late-game spawns are still not there. Past the first spiders, bears, bandits and wolves, the world is safe.[/quote] Yea i noticed that too.

45 Replies 14,484 Views

[quote who="Werewindlefr" reply="12" id="2843560"]Is it me, or is there no way to cancel an alliance, research or trade treaty ?[/quote] I believe you are correct. As far as i know, there is no way to cancel any sort of relations with the AI. On that note, I would much prefer that alliances, research and trade treaties be indefinite.

45 Replies 14,484 Views

[quote]7. Merchant bonus raised from +10% to +25%.[/quote] Just curious skipper, is this referring to the "Merchant" unit ability or the "Merchant" building?

45 Replies 14,484 Views

I did some analysis on the sovereign creation options as well. Natural Leader (5 points) Adds +1 to dodge. Because this ability is a static bonus, it is not valued nearly as much; although it does effect everyone. Intimidating (10 points) Adds +3 to magic resist. This is another static bonus but it is high enough it may cause some noticeable benefit. It does effect everyone. Great Defender (7 points) </p

3 Replies 3,139 Views

You have to resarch raze city (its in one of the conquest techs IIRC). The option will be in the main city dialog (Clicking on the giant button in the middle lower part of the screen once the city is selected. Our sovereign can move mountains and hurl fireballs but he can't light a match to burn down a town....

3 Replies 3,884 Views

I've found few minor things: 1. Master Scouts, unlike Great Warriors, Brave and Death worshiping, does not affect recruited champions. 2. The tooltip for sight for my sovereign says the following: Base Sight 2: Total Sight = 4. Basically its probably just outdated. 3. The tooltip for combat speed when great warriors is used states that the bonus is +10% not +1. &n

45 Replies 14,484 Views

I've been creating custom factions for a while now and I finally got around to using the new and improved Deathworshiping (+10% HP) and bravery (+5 HP). So I started a game and I noticed that my sovereign was getting the benefits of these techs. I did some testing and this is what I discovered. Brave (+5% Hp) Effects Sovereign, Champions and Units Death Worshiping (+10% Hp) Effects Sovereign, Champions and Units. <stron

3 Replies 3,139 Views