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fool_of_sound posted:What should be my go-to spells or Air 2 battle casting? The only things that seem both spammable and useful at that level are Lightning Bolt and False Fetters, neither of which are particularly wonderful. Crafting boosters for them is too expensive to be worthwhile, especially since I spend a ton of air gems making Owl Quills. Do you have any A3 casters available? Research to Evo 5 for storm/tstrike spam. Otherwise lightning bolt is your best option, especially if you have all your mages cast aim beforehand.
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# ? Sep 6, 2014 19:44 |
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# ? Jun 8, 2024 07:45 |
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fool_of_sound posted:What should be my go-to spells or Air 2 battle casting? The only things that seem both spammable and useful at that level are Lightning Bolt and False Fetters, neither of which are particularly wonderful. Crafting boosters for them is too expensive to be worthwhile, especially since I spend a ton of air gems making Owl Quills. Cast storm. Cast summon storm power. Cast Thunderstrike. Carry air gems on casters to cast more Tstrikes or cast them without having to have storm up first.
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# ? Sep 6, 2014 19:51 |
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False Horrors and Phantasmal Army if you have good alteration as well.
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# ? Sep 6, 2014 20:15 |
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garth ferengi posted:I'm working on a mod to tweak/rebalance little silly problems with the game, and make some nice/neat changes to make things a little more interesting. There have been a lot of stupid things that I've noticed in the game, but I can't actually remember what they are, of course. Can anyone think of any things in particular? This is my changelog/todo list so far Start with the most obvious weak nations? Underwater nations, Maverni, some of the Japanese nations.
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# ? Sep 6, 2014 20:36 |
Fixing the UW nations is going to involve making them land nations first and foremost, that simple. At the moment, underwater factions: - Can't use half their magic either in or out of the drink - Can't get their best troops out of water - Can't recruit very much on land, and almost always nothing but indies past the coast (and unless you make them land nations, this is hardcoded) - Have serious trouble sustaining Throne control outside of the sea - Are in an environment where their gem income is skewed against their getting out of the drink - Are basically denied the use of Blood magic, despite some of the best Blood stuff being WB The only way to fix that is to make them land nations which can also do stuff under the water a bit more than average, I think.
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# ? Sep 6, 2014 20:55 |
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The mod inspector guy reads this thread, right? Right now Seducer isn't showing up on the inspector at all and it's throwing the gold costs of units out of whack, and some units have the descriptions of other units, like LA Pythium's Renatus.
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# ? Sep 6, 2014 21:30 |
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jBrereton posted:Fixing the UW nations is going to involve making them land nations first and foremost, that simple. I'm a very new player, so my ideas might be terrible, but I was considering this problem not too long ago, Oceania in particular. Oceania is completely amphibious except for their path loss on their mages, which is a simple fix and solves the first two problems, and the Bishop Fish, which isn't a insurmountable loss. They suffer a very small stat loss out of water, but that's fixable if it is a problem. Expanding coastal recruitment to everything except Bishop Fish and Aphroi would make their beachheads decent, at the very least, and making the same, minus the Capricorn, Forest and/or Swamp recruitable could let them press inland without making them feel like a land nation. With decent land presence they should also be able to break into blood if they want to, though it won't be particularly cheap or easy. That at least partially covers most of the problems with them, as far as I can tell. e: And while you're at it make Nerid, Ancient Kraken, and Sea Dragon full amphibious (Nerid and Sea Dragon would probably need some spriting work done for land forms). Maybe even make a distinct Sea nation version of the Ghost King who's also full amphibious. fool of sound fucked around with this message at 22:02 on Sep 6, 2014 |
# ? Sep 6, 2014 21:38 |
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Larz, another little error in the Inspector. Id 2483 Troglodyte Trainer don't have gold or resource cost inputted.
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# ? Sep 6, 2014 23:43 |
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What does a typical Asphodel build look like in terms of Scales/Domscore and what should I be doing to manage my dom early on?
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# ? Sep 7, 2014 00:40 |
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For anyone with experience in the matter, how do I pretender for MA Agartha? I get that N9 bless for regenerating statues with tons of health is good and casting Gift of Health later on, but beyond that, what other things are good? How do you expand with it?
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# ? Sep 7, 2014 02:10 |
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Magil Zeal posted:For anyone with experience in the matter, how do I pretender for MA Agartha? I get that N9 bless for regenerating statues with tons of health is good and casting Gift of Health later on, but beyond that, what other things are good? How do you expand with it? 5-8 trogs behind the infantry line works fine to expand. Living mercury are better than most of your statues and also benefit from your dominion. The amphibious sacreds are pretty good, though cap only. The big thing to keep in mind is that all your mages are MM1, so you are not nimble at all. You need to have a lot of forts and one of them must be in your cap circle so you have people that can cast your national spells in your cap that are not your StR guys that probably have better things to do. Enchant, Conj and Alt are your big paths to research.
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# ? Sep 7, 2014 02:27 |
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Is it just me or is wailing winds bugged as of the last few patches? e: Probably not,because I completely misunderstood what it was supposed to do and am insanely dumb garth ferengi fucked around with this message at 07:06 on Sep 7, 2014 |
# ? Sep 7, 2014 04:39 |
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amuayse posted:I've made some fire spells based on Conquest of Elysium's pyromancy school. The Alt 8 spell Conflagration is an AoE 10 version of this so you might want to make this spell research 9. I Love You! posted:What does a typical Asphodel build look like in terms of Scales/Domscore and what should I be doing to manage my dom early on? You want Growth and Magic scales, Growth helps offset your domkill and increases the number of manikins you spawn each turn, Magic increases the quality of the manikins that spawn and your only researchers are sacred and expensive so you really want the extra RP. Domscore-wise, Asphodel can get away with a much lower domscore (7, 6 even) because they have 100 gold temples that they can just poop everywhere to bring their domscore up and now that dom caps at 10 this is even more viable. Apart from that, take Sloth because Aspho doesn't need resources and the rest is up to you, Black Centaurs are very strong, especially if you can get a W9 or N9 bless on them and can expand quite well by themselves so an awake god is not neccessary, but there are a lot of different ways to play Asphodel; they are a very flexible nation with good troops, good commanders, good freespawn and good spells. But kind of lovely research and domkill which makes turtling a poor decision.
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# ? Sep 7, 2014 10:09 |
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The LA Agarthan Flame Barrel Nightmare is supposed to explode on death, right? Like the Flame Corpse. In the inspector, it doesn't have the explode-on-death tag.
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# ? Sep 7, 2014 10:23 |
Anyone got any tips for MA Tien Chi? I've got a rough idea of where I want to go research wise but I am stuck on what pretender I want to take. My SC God options all look pretty mediocre, someone on irc did suggest a proto-firebird economy (T3/L3 with master of ways) might work but that seems a bit risky and requiring heavy investment in commanders I'm not likely to get much use out of.
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# ? Sep 7, 2014 10:39 |
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Ferrosol posted:Anyone got any tips for MA Tien Chi? I've got a rough idea of where I want to go research wise but I am stuck on what pretender I want to take. My SC God options all look pretty mediocre, someone on irc did suggest a proto-firebird economy (T3/L3 with master of ways) might work but that seems a bit risky and requiring heavy investment in commanders I'm not likely to get much use out of. Imprisoned scales and path pretender. gently caress bless Red Guard are not worth it. You have excellent troops for great communions and good astral sitesearch, so you can easily set up for some endgame astral funtime. Their troops will handle any indie you can find and your mages will quickly become dangerous with communions.
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# ? Sep 7, 2014 14:52 |
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MA Tien can and should probably take Drain 2 since they have extremely efficient researchers with great base research. Better to just spam more structures with extra cash than get the most out of each mage.
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# ? Sep 7, 2014 17:49 |
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Someone tell me how to expand with E.A Kailasa. Their cheap troops suck unless you muster them in great numbers. Their sacred troops are unreliable because they lack protection. It's my understanding Kailasa needs at least Astral 4 to have an easy access to their great national summons late game. So, should I just take an awake SC with at least Astral 4 and expand this way or is there some other strategy that I'm not seeing?
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# ? Sep 7, 2014 17:57 |
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Bandar infantry can punch out most indies easily enough, the only danger is being heavily outnumbered. Or use your cap-only thugs with stoneskin/ ironskin/ invulnerability.
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# ? Sep 7, 2014 18:01 |
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Ferrosol posted:Anyone got any tips for MA Tien Chi? I've got a rough idea of where I want to go research wise but I am stuck on what pretender I want to take. My SC God options all look pretty mediocre, someone on irc did suggest a proto-firebird economy (T3/L3 with master of ways) might work but that seems a bit risky and requiring heavy investment in commanders I'm not likely to get much use out of. The Jade Emperor is an excellent pretender with good base dom and paths to target some globals, and since you don't need a bless it works quite well to get something like W6/S6/A4. Take it imprisoned and you have plenty of points for scales. Your mages can do all kinds of things. Your archers are good (composite bows) so recruiting Imperial Alchemists until you get a F2 to cast Flaming Arrows with is viable, if somewhat risky. Your mages have lots of paths and can be communion'd for excellent results in evocations or troop buffs.
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# ? Sep 7, 2014 18:10 |
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Speleothing posted:Bandar infantry can punch out most indies easily enough, the only danger is being heavily outnumbered. So I need to take production with Kailasa? I was thinking production scales would be wasted because other than the armored Bandar troops nothing else requires many resources. Or can I go through indies with the unarmored Bandar infantry? And the thing about the thugs is that for the very early game they aren't relaiable because you don't have those spells yet.
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# ? Sep 7, 2014 18:17 |
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Ferrosol posted:Anyone got any tips for MA Tien Chi? I've got a rough idea of where I want to go research wise but I am stuck on what pretender I want to take. My SC God options all look pretty mediocre, someone on irc did suggest a proto-firebird economy (T3/L3 with master of ways) might work but that seems a bit risky and requiring heavy investment in commanders I'm not likely to get much use out of. Take an awake or asleep SC, you're vulnerable to sacred rushes until you can get some forts up pumping out loads of troops. I'm currently doing pretty well with a B5E4 devi of darkness.
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# ? Sep 7, 2014 18:31 |
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Neruz posted:... now that dom caps at 10 this is even more viable. Can anyone explain to me what the exact effect of this change to dom cap was? My understanding previously was that even before this change dom strength still effectively capped at 10 wrt % chance of pushing your dominion. Does the change just mean that sacred recruitment caps at 10? Or am I wrong about the previous domspread rules and so the change was a nerf for temple-spamming dompush?
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# ? Sep 7, 2014 18:34 |
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I'm guessing so that Asphodel doesn't completely ball out of control.
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# ? Sep 7, 2014 20:46 |
Might it also have pushed a pretender's Awe so high it could not be overcome?
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# ? Sep 7, 2014 20:58 |
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RBA-Wintrow posted:Might it also have pushed a pretender's Awe so high it could not be overcome? No. It's purely a nerf to temple spamming, and makes high dominion less important if you don't have an awake pretender.
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# ? Sep 7, 2014 21:00 |
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RBA-Wintrow posted:Might it also have pushed a pretender's Awe so high it could not be overcome? Awe and bless are not affected by things that happen after pretender creation. So if you wish for magic 10 times you can't get a septabless
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# ? Sep 7, 2014 23:07 |
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garth ferengi posted:No. It's purely a nerf to temple spamming, and makes high dominion less important if you don't have an awake pretender. Less a nerf to temple spamming, and more a nerf to super high dominion scores! :P For example if you are Dom6, you still will want to build 20 temples. IMO, a good change, as everyone got very high Dom scores in fear of not being able to compete with other dominions, and what's the point of having a design where a Pretender stat could go from 3 to 10, if almost everyone would get 8-10? For that, they could rework the stat to just Low / Medium / High Dominions (equivalent to 8/9/10).
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# ? Sep 7, 2014 23:51 |
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Actually it's simply a nerf to any nation without blood sac, and a slight nerf to nations that don't have recruit-anywhere sacreds. But mostly the former. It's basically impossible to score a dom victory if you are not a blood sac nation now, so it's effectively reduced the overall options in the game which sort of sucks.
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# ? Sep 7, 2014 23:59 |
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Good thing literally everyone wins by throne victories now.
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# ? Sep 8, 2014 00:30 |
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So are blunt weapons bad compared to slashing or pierce? They usually seem to lose out statwise to non-blunt weapons.
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# ? Sep 8, 2014 01:23 |
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Flame112 posted:Good thing literally everyone wins by throne victories now.
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# ? Sep 8, 2014 02:10 |
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join the newbie game gunnerkrigg avatar guy
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# ? Sep 8, 2014 02:17 |
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ok
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# ? Sep 8, 2014 04:04 |
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amuayse posted:So are blunt weapons bad compared to slashing or pierce? They usually seem to lose out statwise to non-blunt weapons. Blunt weapons generally have lower resource costs and many units with physical resistances don't have blunt resistance.
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# ? Sep 8, 2014 04:16 |
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I guess, blunt weapons do seem somewhat useful against statues and such. The resource thing I'm not really wowed by considering the fact it's only like 3 or 4 points more, and blunt weapons often do low base damage and don't offer any bonuses. The exception is flails and morningstars since they have two attacks and and attack bonus against shields to make up for their low base damage and defence malus. Overall though, blunt weapons seem sorta poo.
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# ? Sep 8, 2014 06:47 |
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no!!
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# ? Sep 8, 2014 07:10 |
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amuayse posted:I guess, blunt weapons do seem somewhat useful against statues and such. The resource thing I'm not really wowed by considering the fact it's only like 3 or 4 points more, and blunt weapons often do low base damage and don't offer any bonuses. The exception is flails and morningstars since they have two attacks and and attack bonus against shields to make up for their low base damage and defence malus. Blunt weapons do double damage after prot reduction if they hit you in the head which is why slingers murder people who are silly enough to run around without hats on.
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# ? Sep 8, 2014 10:34 |
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Also they're technically good for slapping resistant undead around, although your solution to skelespam should rarely be "recruit chaff".
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# ? Sep 8, 2014 11:37 |
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# ? Jun 8, 2024 07:45 |
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amuayse posted:So are blunt weapons bad compared to slashing or pierce? They usually seem to lose out statwise to non-blunt weapons. Yes, they are worse, though it isn't like there should be any artificial balance between the three types. They still have their little perks (against skellies, against shields or people without helmet).
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# ? Sep 8, 2014 12:56 |