1) Build some military, kill the pirates? 2) Sounds like you are doing something wrong. You know you get 10 ideology points every time you colonize a planet right? So you are saying after 220 turns you have colonized less than 6 planets? Maybe try a map with more room to grow next time. 3) Kill pirates, send constructor, build shipyard. Simple. 4) No comment, haven't tried the carriers yet. 5) They limit it so it can be balanced, in other words precisely so
cwg009
Suggestion for reducing starbase upgrading micro: why not just let players assign planet production to them just like with the shipyards? It would take out the middleman of having to build a constructor and then manually send them to starbases all over the place. And would add a strategic element since starbases outside your borders would be harder to upgrade due to the diminishing returns to production due to distance (players could still fly constructors over to them in these cases I guess)
I like that this change makes less specialized planets more useful, I never liked specializing my planets 100% in one area. Not because I disagree that it can be effective, but because I just couldn't be bothered to micromanage dozens of planets that way.
I started a new game yesterday and 30 turns in all the AIs are swimming in cash, they all went from their initial 5000 to roughly 20,000 credits over that period. I don't understand what's changed to make the AIs so filthy rich suddenly. I'm playing on tough difficulty in case that matters, they might have changed the bonuses the AIs get at that level? However, despite hoarding all this miraculous cash they receive (somehow making nearly 1,000 credits per turn on turn 1), the
I am also curious to know what has changed to cause the AI to have such massive bank accounts a few turns into the game. On the bright side, the AI is definitely doing a lot better at the early game rush, I'm even considering turning down the difficulty a notch for the first time ever.
May I suggest also putting the regular pricing up on the Steam store page in a highly visible location, along with the date / quarter when you expect pre-orders for regular priced copies to be available, so it is more obvious to the illiterate masses that they merely have to wait in order to pay for the game at a more normative price point?
Resoln is a very mana intensive faction. If you are having mana supply issues, the problem may be that your strategy is not prioritizing mana production enough. Obviously Resoln should get every shard they can for the mana and summons as well as beeline up the sorcery tree for the shard upgrade tech as soon as possible. In addition, the spell mantle of oceans you get at rank 3 of the water line is a huge help at reducing tactical spell costs, especially when combined with the trait in
Just to echo others in here a bit, the game has been very stable for a lot of people. Some hardware configurations do still appear to get crashes, it sounds like unfortunately you fall in this category. If you read back through the patch notes you'll see crash fixes has been a very high priority for Stardock. You could help them get to the bottom of what's going on in your case by contacting stardock support and sending them your system info and crash logs. They send you a utility to
Personally I think it would be nice if conclaves and town got some sort of really basic city walls, which I'd suggest should unlock at city rank 3. Obviously they should be weaker than the fortress options and not have an upgrade path like the fortresses.
These AI changes look great, looking forward to trying them! Thanks Stardock for all your work supporting this game.
[quote who="plzblv" reply="4" id="2777836"] I honestly find abusing summons to be more game breaking than organized. I understand that you should be able to adapt to the situation as you would in any game. What I am saying is whats fun about 100+ turns of fighting with low tier units and summons? I don't want to be forced to rush summons because its the most viable strategy at the moment. In addition taking an AIs capital that declares on you early is fine but at t
Never took organized. Never needed it. I play large maps with 9 ridiculous AI opponents. You can adapt to the slower movement speeds. Yes, it does sometimes mean some early game skirmishes with peasants and observers, plus some good summons to make sure you win the battles. AIs that are too close to you and declare war early is actually an opportunity to go take their main city, solving your resource shortage problem. The best defense is a good offense, as they say.
Settle down folks. If people want to submit bug reports, great, if they don't, then that's their business and isn't a big deal. There's absolutely no need for all these flame posts on the subject.
You only paid $50 for the game. $20 is for the pewter dragon and the cloth map. $14 is for having it shipped to you from another country instead of going to a local retail store or getting the digital edition. Hope it was worth it.
[quote who="Talarius" reply="28" id="2776392"]I wasn't talking about the 1st expansion pack. They made an improvement on their initial offer, so thumbs up on that one. For the 2nd expansion pack, Frogboy first said it would be free to people owning prior to v1.1 release. Now it is a Sept. 30th deadline. That's the difference I'm pointing out. It may not seem like much of a big deal, but I am still contemplating whether or not to purchase this game (I ow
Short answer is No. Slightly longer answer is No, but hopefully it will get there at some point in the future. All the elements are there, all the potential is there. But virtually none of the elements are really living up to their potentital yet, nor are they all working together yet in a fun, synergystic package. But there's at least a solid year of development left to go on this game, so we'll see how far they are able to take things. The game will certainly improve conside
[quote]I have the same problem starting an army. I've tried many games and have been unable to field a decent sized army or units for city defense. There are not enough ways to produce gilder and tools to create a viable army.[/quote] You're doing some wrong then. It shouldn't be hard to get some early troops and pioneers out so you can expand. Peasants are fine until you can afford better. I get the sense some people just aren't prioritizing their builds. Getting the troops you need
Goodness grief, let it go.
Personally I think you should have more cities and units by that point in the game. Scout aggressively to find those resource nodes. I just use peasants until my economy gets going and send them out far and wide to uncover the map. Rush pioneers to any areas with resources ASAP with a peasant escort to get them before the AI and to get them hooked up to your economy as soon as you can. Once you have a second city you can even use your sovereign teleport to get your pioneers and escort
I thought I'd resurrect this thread to ask what people think of the new resource upkeep requirements for the money changer and the two basic research buildings? How is this affecting city spam in your games? I haven't had a chance to try 1.08 yet myself.
There are 2 load screens. From the main menu go into the campaign sub-menu first and then hit load from there.
I don't think it will be too hard to balance caster champions if a larger unit scale is implemented. The casters stand at the back and wreak havoc with their spells but are useless and then dead in short order if anything gets into melee range. No problem, except they need to be able to survive a few volleys from a company of 50 archers, or from hostile spell casters for that matter, since anyone with an ounce of strategic sense (and hopefully we can one day say this about the AI) is going to
Sounds like a solid conceptual plan Frogboy. And I greatly appreciate the free expansions, I know you guys didn't have to do that. I must admit that I'm particularly looking forward to version "C", I always tend to prefer more complexity and depth in my gameplay.
I couldn't tell from the notes either. Lot's of technical stuff on shards that didn't make much sense to me.
Pariden does seem to get +50% food bonus to all it's cities (which is pretty powerful). This could be the civilized trait at work and they just never got around to updating the description text. No idea if the influential trait is doing anything, doesn't seem any differnt that the other factions.