Not challenging or discounting anyone's input at all (devs need to hear your experiences and thoughts) but might recommend using a cheap moveable unit to kite dangerous mobs away from cities. I say this because in my original playthrough of Master's Affliction mod, I had good success in getting the mobs to chase after the units when they appeared to be moving towards my cities. I also used outposts heavily with warden upgrades to calm the borders. The combination seemed
AlLanMandragoran
Cool, I have not read the details in your thread but I did see them in unit design and read them there. [e digicons]:D[/e] Have designed a few. Can't wait to see what archers I can design... now need some meat shields to dance with these insane hp mobs...
Turn 30 - FP 21. Yithril highest with 29, lowest Resoln and Magnar at 16. Last 10 turns quiet as Tarth solidifies production and expands boundaries around Hope. Built a monument to grab another iron ore mine. Created one outpost to the south which has now overlapped the Mite's lair and is 3 tiles away from my city hub (preplanning for outpost buff overlap in case town is attacked and expanding line of sight). Preparing another settler to make an outpost to the north and do the same thing.
Sean and Werewindlfr - diggin' the new outpost upgrades fellas... awesome.
Turn 20 - FP 19. Yithril highest at 28 and lowest is Resoln and Gilden, both at 16. Pretty uneventful prior 10 turns. Hope is now a level 2 town. Built a Tower of Dominion, Logging Camp, and are now upgrading to a Lumber Mill. Roaming mobs near Hope and then move on. Have 4 city spearmen and 1 city archer defending plus sov, hero, and 3 spear units. Designed a tank unit, researching banditry to allow bows. Also allows building an archery range and hideout to increase the number of archery def
Turn 13 and these bandits are roaming the countryside. Have mercy...
Turn 10 - FP 11. Highest is Yithril at 18, lowest is Gilden at 10. Well, Lady Irane is downright scared. Decent starting spot with 4/3/2 and next to forest for logging camp. However, mountains to the west and ocean to the right. Expansion available to the north and south. Unfortunately, Air Shrill lair up north blocking next city expansion slot with 4 packs of roaming air shrills. To the south is a mite lair already sending out rabid packs of mini-devils. The roaming air shrills have over 600
Previous playthrough here: https://forums.elementalgame.com/435202 FE version 1.01 and Master's Affliction Mod version 1.01.015b Vanilla Tarth and Sovereign Medium random map, insane world, terrifying monster density, more often random events, all other default. Expert faction AI. Turn 1 save
Haven't had a chance to play enough yet to tell. Will advise. Should be able to get some time in this weekend.
Sean - maybe I missed it but can you please explain Air Dodge?
I've seen this happen when killing ogre lairs (maybe it happens when other lairs are cleared too?) One of the devs said this was by design. I've also seen this from creating outposts. Doesn't bother me really - I actually like the land gets better. Was a big fan of change terrain and transmute in MOM. [e digicons]:D[/e]
Agree, this would be cool.
Sean - any particular faction you are looking for some feedback on? Will start one up once your .15 update is out. I'm leaning towards Resoln but willing to play any of the vanilla sovs (excluding Karavox since I just played him).
Kestral - just got done reading the monster manual. Well done, very professional. Gives me fond memories of the Caribbean map I had from the original 1987 Sid Meier's Pirates, which was played on x2 360K floppy disks. Epic. Took me back to being a kid. Damn, I'm old. [Edit] On the Titan abilities page 85 should that say "Spell_DelinsBreath" or just "Delin's Breath"? If you look below, there is something called "Titan's Breath".
Welcome, nice write up and very well thought out!
Nice. This is a thread I want to follow.
Outstanding.
GC2 Crossover. Yes, played AD&D but not much. I'm 114 young and faster than all you young whipper snappers. Let me tell you about the hills I had to walk uphill for to reach school, both ways, in the snow, yada yada yada.. Ok, I'm 37.
Awesome, glad I could help. I accept the challenge, I think I will do another. [e digicons]:beer:[/e] Will need to start it this weekend.
Hi - I should have closed this out, doh! Thanks for reading. [e digicons]:grin:[/e] This playthrough was on Sean's .002 mod and he had about 11 further updates. In addition, 1.004 FE came out (now 1.01). So I decided to call it and update both vanilla and Sean's version. I was at about turn 250, my FP was #1, made peace with Altar and was mopping up that 1 darkling lair (the shot of firestorm on the 8 army stack, lol). Only faction I was at war with was Tarth and they were r
My two gildar: AI use of strategic spells - they need to use them, all of them. If mana is a problem, please consider (for higher difficulties) giving some mana bonuses to offset. The AI is gimped. Diplomacy AI - Refine the dogpile methodology and bring balance. There have been many posts on this with good ideas. Personally would prefer weaker factions band together to balance a stronger faction. As a player, if I'm top dog (or near top dog) I welco
lol - mini-me bow.
"Your", Mr. Frog, your... bring it! [e digicons]:beer:[/e]
[quote who="Lord Xia" reply="34" id="3271293"]Shit, you should see some of the DLC that Paradox put out for CKII. Makes Horse Armor look like Shivering Isles. (god that was a nerdy reference) They sell individual background music, coats of arms, and all types of minor shit. But then again, it's cheap and their $5 DLC are pretty meaningful...I hate when I try to make a point and in the middle I find a way to argue with myself. [/quote] lo
They did fix the stacking on a single unit (AI was casting it multiple times on the same unit, along with other spells like burning blade). However, unsure if the intended design is for it to stack across multiple units. Sounds like it is.