It has been mentioned, but it appears that SD likes the humor, and will not change it.
Borg999
I confirm what others have already confirmed. This spell isn't working.
Just consider SK, a reboot of the Elemental universe. [e digicons]:grin:[/e] Problem solved.
^^^ Obviously you've never played Minecraft. [e digicons];)[/e]
I think there are three possibilities: 1. Someone is telling Brad the bugs are fixed or are not an issue and he takes their word for it. 2. SD just doesn't view the bugs as a big deal 3. Those bugs are "on the list" to be fixed, but keep on being placed at the end of the line in favor of more serious bugs.
So has anyone started a new game, or are you waiting for the next Beta build?
[quote who="Nargaff" reply="3" id="3501423"] I too don't care for more doom. I'm playing on Insane and the Doom counter hardly goes past 50%. [/quote] Well the game is in early beta... But you are correct, once you find the SK's location, the DC can't go fast enough to be an issue.
You know, some of you should try fantasy writing as a profession.
[quote who="Thormodr" reply="5" id="3501015"] ASAIK, outposts have a base attack of 1. When you upgrade them to attack 1 they get a base attack of 4. Attack 2 is 8 and attack 3 is 16. [/quote] Thanks! So, a basic outpost DOES have the ability to inflict damage! [e digicons]:)[/e] I stand by my OP!
In the battle summary screen where you choose between tactical combat or auto-resolve, the jugg's pic is just a silhouette. BTW: I beat the SK!! It was a classic down to the wire situation, the doomsday clock was just a few ticks away from permanent midnight and my manna reserves were almost zero when i finally found him. If it wasn't for a bunch of scrolls I saved, I would have been toast. OT: I had both keys, but when I tried to enter, a
Shouldn't an outpost have a base attack without an upgrade?
[quote who="HenriHakl" reply="7" id="3500948"] I strongly advocate spells that are more than just variants of damage (Wall of Fire, Meteor Strike, Tsunami, etc are fun spells and have pretty visual effects, but they don't really change strategic decisions that I make on a fundamental level). [/quote] That's true, fun is over rated. [e digicons]:)[/e]
I usually set up outpost right next to a shard. I would expect that when an enemy unit approaches, or attacks a shard, the outpost would attack the unit. This doesn't always seem to happen.
[quote who="Borg999" reply="2" id="3500857"] Ray of cold: Like ice storm except it can only target a couple of units (like fireball) Lightning bolt: An oldie but a goodie. Creeping Rust: reduces the damage caused by all weapons, and the defense rating of all metal armor by half. Laryngitis: prevents spells being cast by target for 5 turns. [/quote] Add Edit: I thought of this last night Temporarily Undead:</stro
Creeping Rust: reduces the damage caused by all weapons, and the defense rating of all metal armor by half. Laryngitis: prevents spells being cast by target for 5 turns. Ray of cold: Like ice storm except it can only target a couple of units (like fireball) Lightning bolt: An oldie but a goodie.
[quote who="Tattyhat" reply="12" id="3500625"] I want to play a game of fantasy, conquest and magic, not baby sit the ******* populous. [/quote] Well, you really can't baby sit the cities even if you wanted to because the only way to reduce unrest is to cast the "reduce counter" spell. So, the cities are on a linear path to uselessness regardless.
[quote who="Frogboy" reply="16" id="3500631"] That's not how it plays out at all. Not to mention, that would be really unwise since you would be stuck, at best, with crummy units. [/quote] But the sooner you produce a unit, the sooner it can level up, and the sooner you can find treasure to craft items to buff the unit. You don't necessarily need paladins, battle mages or pikemen. Although if you have metal and crystal nearby, you can produce those units
[quote who="Frogboy" reply="6" id="3500593"] Unrest doesn't affect production. [/quote] Ok, so unrest effects logistics. And a reduction in logistics is a reduction in production capacity. That is, the rate of production doesn't change, but the total volume of production decreases with an increase in unrest So, it still makes it imperative to pump out the units before the counter gets beyond a certain point.
The reason behind the unrest makes sense, but because it's tied directly to the dooms day clock, it means that by late game, your production drops to near zero. Which is fine except that means you really have to find and defeat the SK before the counter reaches 50%, which will make it even more of a rush to the finish game than it is already. With the unrest mechanic, you can no longer spam pioneers, so now the strategy will be to spam combat units ASAP, and then forget about the
[quote who="XWerewolfX" reply="2" id="3500388"] I figured this would gather a few more signatures. WHAT IS WRONG WITH YOU PEOPLE!? [e digicons]:)[/e] [/quote] Ok, sure, I like to break things. Sign me up as well.
[quote who="nim8or" reply="18" id="3500298"] Summon Godzilla [/quote] Good idea!...except Godzilla isn't canon. [e digicons];)[/e]
[quote who="XWerewolfX" reply="1" id="3500254"] Dude they're all coming from what I understand. Worry not. Brad has made it clear that minors aren't implemented yet. [/quote] That's good to hear. But I worry because Brad seems to be completely enamored with Civ V style streamlining. IMO, that game is souless, and about as engaging and emmersive as a door knob. And I don't want SK to go in that direction.
In GC2, when you opened a dialog with a minor, you saw a picture of the being your were conversing with. Doing the same for SK, IMO, would add to the immersion.
Mist of Death: A mindless force of dark energy that destroys anything and everything in its path, friend or foe. Randomly travels around the map, not under the control of the caster Tsunami: Summons a a big wave to hit a city (doesn't need to be near water) Avalanche: A bunch of boulders or an ice flow comes crashing down on a city Crop Disea
[quote who="Frogboy" reply="5" id="3500152"] Yep. [/quote] Ok, then I'd like to suggest for a branch to be added to the sovereign's skill tree that would allow him to learn additional spells beyond the current hard limit. It would function in a similar way to the branch that increases the maximum number of spells to be cast in battle or the branch that increases the maximum number of units allowed in a stack.