Is there a way to select a Random Demigod to play? Like Random race in other RTSes? I'm not finding it.
mehoo462
Just wait it out. Impulse and the Demigod servers are gettng slammed... and it's a new matchmaking technology. I'm sure things will be going swimmingly soon. Kind of sucks, but they're doing the best they can and they're being very upfront about it. I appreciate all they're doing.
Doggiedoodle, that's wierd. They work fine for me. It only acts out if I don't have any of those types of units actually casts. You can rebind them in options. Mkae sure you haven't. Rain9441, I feel your pain. But in the end I don't think it's that useful. I think splitting up your guys may dilute them to the poitn where it's not really worth it. That's just my experience. The one thing I'
Do you know if minion count for the Generals? As being in range for XP, or doing damage for Gold?
Can someone explain how experience and gold income works? I understand that it's based on proximity. When you a creep dies you get XP and Gold. But I have some questions: What is the range? Do you get more XP and gold for being closer? Does it matter how much damage you've done? Does having your minions in proximity count? How is experience divided among multiple Demigods? How much XP/Gold is each enemy worth?</p
Actually there are hotkeys to select minion types, look in the options menu. 8 = Mellee 9 = Ranged 0 = Healers I = special (your generals' unique one). They are very ergonomically arranged. Just beware, if you use the hotkey to select your a minion type that you currently down have on the map it will select your demigod... so don't accidentally send him to the other side of the map. (That's kind of dumb, it even plays th
Is this all friendly creeps? Does it include your minions? Is it just your minions and not creeps? Does it include your Demigod? Does it include your allies and your allies minions? Does it only apply to units near you, or is it global.
OOOOhhhhhh, i get it. So that makes it diminishing returns with regard to Percentage Increase. Especially since later skill points are more valuable than early skill points. That makes it seem less viable somehow, but I may be wrong. What do you think?
I'm looking at the items in the store trying to figure out some patterns. I noticed that some item icons have green backgrounds, some have blue, or red, and some of the trinkets even have gold. does this Mean anything? Do they refer somehow to the general function of the item? That would be fantastic! If this information was disseminated it would make life a lot easier for newbs.
Do abilities that apply to "Allies" also apply to your "minions?" What about your Allies Minions? Do effects that apply to "minions" also apply to your general's special minions and the idol minions?
I was playing Lord Erebus and I noticed the tooltips for the Morale Skill line are identical. They read Morale I, II, III, IV, etc... but the stats are the same. I havent' checked with the other generals, but it's definitely the case for Erebus. I hope this is just a bug for the tooltips? Can anybody confirm whether or not the effective of Morale actually improves with more points in it?
Hello, Like the game a lot, I and 3 of my friends bought it yesterday, we played around on our own for a little while, and then went to jump online to take on the world. We discovered there's no easy way for us to get into a game together. We have to create a custom game, then shout out the name of game over chat, then join the game and hope we all get in before anybody else so we can be on the right team. Then wait and wait and wait for opponents because most peop
heh. That's true. There's not really any plot. There's basically just an offline skirmish mode and an online skirmish mode. Not so different from another RTS we all seem to be interested in. :) I don't think it will be coming to Impulse because they have some big deal with Steam. However, you can download it directly from their site.
fixed URL thanks. Yah, they are definitely a little different. I could see how they could be considered awkward, but i think by shirking certain interface paradigms they use new ones that better serve the kind of gameplay they're trying to create. I think they work pretty well once you get used to them. Just my opinion. :)
Hey guys, I figured the folks around here might be interested in this game by indie developer Introversion I think these guys are doing as much for PC Gaming as Stardock and Ironclad. check it out: www.multiwinia.com
Hey guys, I figured the folks around here might be interested in this game by indie developer Introversion I think these guys are doing as much for PC Gaming as Stardock and Ironclad. check it out: www.multiwinia.com
Hey guys, I figured the folks around here might be interested in this game by indie developer Introversion I think these guys are doing as much for PC Gaming as Stardock and Ironclad. check it out: www.multiwinia.com
This isn't a mechanical question about what fleets are or how they work. I want to know how YOU use fleets. Do you group your entire attack group into 1 fleet and jump it into the enemy grav well? Do you split your attack group into several fleets? How do you divide them? How much do you micromanage your fleets once you've got them set up? Tell us more about how the Fleet mechanic affects your gameplay.
it will decide what to send... and generally where to send it. Sometimes the AI can be painfully slow in responding to your requests. This may also have something to do with your standing with them, but I'm not sure.
Bombers are the best damage output in the game... by far. They are your heavy hitters. Use them to destroy buildings, capships, heavy cruisers, and other cruisers. Fighters primary purpose is to kill bombers. (Flak will not cut it against a dedicated bomber force) As far as Bomber worthy targets: your opponent won't have many/you won't have access to them until later in the game. Further more you won't be able to build enough bombers to make critical strikes against th
Also, about the patch... any word on the issue with rt. clicking a stack in the empire tree and only cuing up attack orders for the unit on top of the stack rather than the entire stack. A while ago, it was mentioned that this SHOULD work, but I can tell you for sure that it doesn't it. I was a little surprised to see it missing from the 1.1 list. Any insight into what's going on here would be very much appreciated. Thanks.
Hi Venym, I see where you're coming from, and I can relate and agree with many of your issues. However, at this time, when digital distribution is starting to change the face of the industry, I think it might be time to accept that when you purchase a product from a publisher you are also purchasing that that publishers Digital Distribution platform with all it's pros and cons. I'm myself am still not entirely comfortable with the idea of being required to install a Digital
Multiplayer is far from dead. Public pickup games may be rare just due to the nature and length of matches, but I play all the time with a close circle of friends, and this update will greatly increase our enjoyment. And I'm certain I'm not alone here. I particularly appreciate the significant balance changes... allowing strikecraft to play a much more important role, and the AI fixes that might make playing alone more viable. :) And the new netcode is very impressive.<
Another excellent way to start is do a couple of fixed team games with a computer ally or two. That's a good way to learn the basics.
here's a thorough explanation of how culture works. It might be too late to make a difference in your current game, but it's always useful to know. https://www.sinsofasolarempire.wikia.com/wiki/Culture