[quote who="XWerewolfX" reply="10" id="3499732"] Also, if you want me to use scouts, can they please be less expensive than pioneers? [/quote] Why? You only need but one or two scouts, whereas you need to train a bagillion pioneers.
mqpiffle
You can use cheat codes to get yourself into the late game very quickly.
[quote who="AlLanMandragoran" reply="3" id="3499584"] Oh, cool thanks. It sounds like if I modded this, it would be any random effect? Would I be able to limit web to specific "web-type" effects or could I possibly get something crazy like a frozen effect or a on fire effect that would make no sense? I may need to stop being lazy and dabble in minor modding. [/quote] And to actually answer the rest of your questions, you define the actual possible effects of the ability
[quote who="AlLanMandragoran" reply="3" id="3499584"] Oh, cool thanks. It sounds like if I modded this, it would be any random effect? Would I be able to limit web to specific "web-type" effects or could I possibly get something crazy like a frozen effect or a on fire effect that would make no sense? I may need to stop being lazy and dabble in minor modding. [/quote] I wasn't necessarily suggesting that you do it, I'm just pointing out that it is an int
Not that I completely disagree with you, but I think some of the issues being brought up are problems with specific graphics cards or setups, not outdated or sub-par gear.
[quote who="AlLanMandragoran" reply="1" id="3499572"] What if certain traits point to a table of possible effects and randomly chooses the effect from the table? In other words, all effect chances are weighted the same but the game randomly chooses the effect from the table's list of values. The table pointed to by the trait might the "Movement Impairing" table, thus the trait will choose an effect that makes sense for the trait. [/quote] This is easy to do in the curren
In my current game I haven't found a single Flawless Crystal in 117 turns. :-/
Some infos I think are necessary to show on the Unit Details Screen: Enchanctments cast upon a unit, as well as a way to disenchant them Other status effects currently affecting the unit Elemental Resistances Also, the Skills tab seems to be bugged, as nothing is showing up under there.
Unlike the Elemental titles, armor and weapon initiative penalties (or encumbrance from the earlier titles) in SK have all but disappeared with a few exceptions, notably bows. Now we have a system of limited resources: not every trained unit is going to be able to equip a full set of Plate armor. In LH for example, the player almost never thought of not training units with the best armor because the metal resource was almost always plentiful. With crafting, Platinum is rare and
Even the basic Round Shield costs 3 Flawless Iron and 2 Flawless Crystal. The crystal usually doesn't show up until mid-game. Is this intended?
They'll probably nerf it, but it is pretty fun [e digicons]}:)[/e]
[quote]+ circle of magic improvement added (unlocks Archon) [/quote] Where is this?? I'm not even seeing it in the xmls.
Archer plus 6 rings of haste. Try it.
You need to start a new game for the new code to take effect.
[quote who="ScottTykoski" reply="12" id="3498960"] Those were some ROUGH first area battles. [/quote] Stalkers are particularly ridiculous in the early game right now. Maybe instead of Maul, they could get a Pounce ability (basically move to any open tile on the map, once per battle) and a Double Strike ability representing a double claw swipe. I'd like to see the bears make a return appearence to SK.
Will these quests and/or the outcomes of the choices be somewhat randomized so if the outcome of the player's choice isn't optimal the player could save scum? Or if the same quest comes up next game the player will know which option to pick for which outcome because of past playthroughs? Unlike many 4x games I think a game like this really needs to focus on replayability in all aspects of the game because the final goal is always the same. Thus a modicum of
I agree this looks very promising. I just hope it's implemented such that it can't be 'gamed' to hard.
Honestly, there weren't that many new toys presented to us, if any. But it was still a blast watching Kael snuff it first, as is customary. (among other things)
I just think if they really want to brand SK as a completely 'new' game, the least the devs can do is come up with something original in this regard.
[quote who="hedetet" reply="14" id="3498935"] I will hold off till the November features are in. Sov customization, SK interference in battles, minor faction interplay... these are major 'variety' factors in my view. [/quote] This.
Random maps, all the way.
I still think they ought to scrap the whole 'tree' idea and just have the player pick from a diverse yet roughly equal set of possible skill choices. The tree idea is outdated and bland and unnecessarily restricts replayability. The entire game is assymetrical, so who cares if the choices aren't exactly even or progressive? This isn't WoW, for criminy's sake.
I think a lot of the spells aren't tied into the code as of this build.
In my last game I had the recipe for the Sovereign's Sword. When found as loot it has the level 18 prereq on it. When crafted, it does not [e digicons]}:)[/e]
Elemental 4 5/8: Fallen Enchantress' Pillbox 2 1/2: Return of the Sorcerer King's Purple Pony 3 1/3: Smeg All the Bleedin' Buggers [e digicons]:troll:[/e]