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Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

TheDeadlyShoe posted:

I didn't think Hero affinities affected global affinities? P sure those are controlled by your leader, seeds, Destiny traits and tomes only.

If thats not the case then just look at me being incredibly wrong about that.

Hero affinities don't. The "X Affinity" hero traits do (which is what you were comparing--Builder vs Materium Affinity). The trait itself gives the empire bonus affinity points whenever they're a governor. They can break you in to a new affinity for the bonuses without having to buy tomes, let you diversify your high-level tomes more, etc. Very valuable.

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hello internet
Sep 13, 2004

It's probably because I'm 50 turns into the starter scenario and no one is hostile to me but I feel like I am building and annexing at random. "Uhhh... build this? Sure I guess!" The increments seem so small that I suppose I'm not really sure what to be focusing on or any sort of strategy.

hello internet fucked around with this message at 03:11 on May 6, 2023

The Pipsisewah
Dec 13, 2022
Is there somewhere I can see the nitty gritty of my gold and mana income and expenditures? I'd love to see something like the kingdom overview screen in HoMM. I'm aware there's a categorized breakdown if you mouse over the balance but I want to see, like, you're spending this much gold on keeping up houndmasters, this buff is giving you 47 mana a turn or whatever.

Edited to add:
Some special province improvements say "unit deploy location". What does this mean? This is like the one thing in the game that is not excellently tooltipped but I have no idea what it does.

The Pipsisewah fucked around with this message at 03:19 on May 6, 2023

deep dish peat moss
Jul 27, 2006

hello internet posted:

It's probably because I'm 50 turns into the starter scenario and no one is hostile to me but I feel like I am building and annexing at random. "Uhhh... build this? Sure I guess!" The increments seem so small that I suppose I'm not really sure what to be focusing on.

It mostly comes down to what structures you want to build in your city. There's a tier of econ buildings that requires 2 of the corresponding improvement (e.g. 2 quarries for the +prod one) and buildings that give a bonus based on the number of [x] type of improvement in the city. You do not have to match improvement types to the resources on the tile, doing so does not grant any extra bonuses.

Unless you're specializing the city for something shooting for 2 of each will unlock most econ buildings.

Also the first water tile in your domain becomes a Harbor which has additional benefits over fisheries.

Ceramic Shot
Dec 21, 2006

The stars aren't in the right places.
I finished my first playthrough going hard into Nature with barbarian culture and it was a blast. Chaos/nature is the real katamari ball if you look at their empire trees. There's a late-ish game empire upgrade in nature that gives you a unit every time you annex a new province, and T4 spiders/T3 unicorns are not at all uncommon. Perfect for defending your magic sites if you're going for a magic victory. Chaos has upgrades that give (1) units from infestations, (2) units from winning battles, (3) a 6-stack of "bandits" you can just buy one time with imperium, (4) units from razing cities.

I kind of agree with what others have said about undead lacking an identity at the moment. Losing a skeleton feels worse than losing another T1 unit to me somehow, probably because I've invested a somewhat scarce resource into it. Necromancy is at its most fun when your response to losing a chaff unit is "Heh," rather than "drat, I spent five whole souls on that thing. That sucks..." Maybe cheapen the souls production cost, halve the mana upkeep and give them 1 soul/tier upkeep? Gain resurgence upon killing a unit? More interactions with battlefield corpses? The typical fantasy trope with necromancy is that it's great if it keeps up momentum and thrives during attrition fights, but flames out without fresh corpses. Whatever mechanics get changed, I think that kind of feeling should inform the design, the slow-rolling doom ball that can recoup its losses and win as long as it keeps grinding down the enemy.

Game is great though, pretty much everything I dreamed of in a fantasy 4x. Watching a pair of my supergrowth berserkers flank a unit for a massive axe chop activates my root chakra.

toasterwarrior
Nov 11, 2011
I redact my enthusiasm for Inquisitors...somewhat. Unfortunately their crossbow shot goes on cooldown after you fire, but TBF it stuns targets. A good unit, but not the shooters I want.

Guildenstern Mother
Mar 31, 2010

Why walk when you can ride?
Ok I give up, how do I use my 'can found outpost ' scout to found an outpost? There is no in-game explanation whatsoever on how to do this, much like everything else. I'm happy it's such a good game I'm willing to deal with the fact that everything in the game data I can access doesn't tell me how to do basic stuff, but goddamn is this annoying. This is easily the 5th mechanic there has been no explanation for other than 'outpost founding: this creature can found an output '.

Ceramic Shot
Dec 21, 2006

The stars aren't in the right places.

toasterwarrior posted:

I redact my enthusiasm for Inquisitors...somewhat. Unfortunately their crossbow shot goes on cooldown after you fire, but TBF it stuns targets. A good unit, but not the shooters I want.

It'd be great if they got a short-range Planetfall style overwatch ability as one of their rank bonuses, blasting a melee enemy with a stun right before they close. Bloodborne-like hunters stopping enemies mid-charge and then going in for a rapier riposte.

LLSix
Jan 20, 2010

The real power behind countless overlords

My industrial dwarf game is just a slog. I'm almost impossible to kill, but I can't do any damage either so fights take forever. Worse, I must have made some bad picks going with pyro & rock as tomes because my mostly tier II halberd army is taking lots of damage from fighting normal marauders.

My High Elf army was much smoother. A pair of tier one archers with a priest to awaken them for the extra +1 range and spirit damage murderized everything at long range.

Guildenstern Mother posted:

Ok I give up, how do I use my 'can found outpost ' scout to found an outpost? There is no in-game explanation whatsoever on how to do this, much like everything else. I'm happy it's such a good game I'm willing to deal with the fact that everything in the game data I can access doesn't tell me how to do basic stuff, but goddamn is this annoying. This is easily the 5th mechanic there has been no explanation for other than 'outpost founding: this creature can found an output '.

I thought only heroes could found outposts? For some silly reason any army can bring up the overlay to see valid locations to build outposts, but only heroes can actually build them.

Xerophyte
Mar 17, 2008

This space intentionally left blank

LLSix posted:

I thought only heroes could found outposts? For some silly reason any army can bring up the overlay to see valid locations to build outposts, but only heroes can actually build them.

Barbarian scouts have an outpost building trait. I believe that they are the only unit in the game that do, aside from heroes.

To build an outpost you click the province, not the unit.

Flavahbeast
Jul 21, 2001


There's no way to automate prospecting right

TheDeadlyShoe
Feb 14, 2014
Probation
Can't post for 7 hours!

Flavahbeast posted:

There's no way to automate prospecting right

No. Prospecting remains a horror show. However i think if a scouts on a viable prospecting province it glows orange when the scout's selected so there's that.

IMO it should just work like Mystics, weird pickups only Industrialists can see. Or it should be like bonus resources from clearing Iron/Gold sites.

Flavahbeast
Jul 21, 2001


It feels extremely strong, but also extremely cursed. The story map I'm on now has basically infinite mountain tiles to click :effort:

Lowen
Mar 16, 2007

Adorable.

Love the new morale system. Had a difficult fight (autoresolve wiped my 3 stacks) so I retried it.
Got to the point where enemies were on the brink of running, then had my almost dead sunderer plink someone for 3 damage.
Then this happens

They're all running now!
It's so cool that a little thing like that turned the tide.

Lowen fucked around with this message at 05:47 on May 6, 2023

Ratios and Tendency
Apr 23, 2010

:swoon: MURALI :swoon:


Guildenstern Mother posted:

Ok I give up, how do I use my 'can found outpost ' scout to found an outpost? There is no in-game explanation whatsoever on how to do this, much like everything else. I'm happy it's such a good game I'm willing to deal with the fact that everything in the game data I can access doesn't tell me how to do basic stuff, but goddamn is this annoying. This is easily the 5th mechanic there has been no explanation for other than 'outpost founding: this creature can found an output '.

Click on the sector itself while a hero/barb scout is there.

LordSloth
Mar 7, 2008

Disgruntled (IT) Employee

hello internet posted:

It's probably because I'm 50 turns into the starter scenario and no one is hostile to me but I feel like I am building and annexing at random. "Uhhh... build this? Sure I guess!" The increments seem so small that I suppose I'm not really sure what to be focusing on or any sort of strategy.

A bit of a similar situation, but playing the cursed toads (feudal, tome of enchantment, adept settlers, great builders) I’ve come up with a somewhat workable strat. Toadkin can build farms in swamps, feudalism grants access to structures/ maybe improvements that are hard to look up, the tome grants access to the rune carver’s camp, and great builders improves quarries.

Here’s what I’ve settled on so far for my first three goals:
1) grabbing provinces with resource nodes. Always through food, will start considering spending imperium. As adept settlers, that extra pop gives a nice kickstart.
2) planning out my quarry cluster. I get two extra gold per quarry and can easily net 9-12 extra mana from the runecarver to support all the enchantments. When I pick the tome of artificing I will probably fit in a nearby golem mine. I will also get a decent chunk of stability from the materium empire skill consolidated industry - only 20 materium requirement at a base rate of 3.
3) since I can slap farms down on swamps, it’s relatively easy to place another large cluster for the levy camp special improvement, consolidated industry, and eventually soiltenders (+5 food for farms, 20 nature requirement, comes in considerably slower.

Not the best tested strategy, but basically the idea is the province clusters basically pay for their own stability, at some undecided point in time my cap gets a whispering stone to further boost stability, a convent (tome of faith) later goes in to further exploit that stability (+5 mana/knowledge per level above unstable), I ditch awakened tools at this point, and my cap grows extra tall fast. I deviate from pure farms and quarries as the whims and structures take me, but my overarching goal is a boosted town hall for tier 2/3 units. I don’t know if this is a good strat or even a fast strat because I haven’t had too much time to compare yet and I’ve been fumbling around as well.

Point is, while it’s too hard to plan for the future with undecided tomes, you can plan around the empire skills you’ll get relatively soon regardless and the two special provinces improvements you’ll have access to after the first city hall upgrade. I think the levy camp is fuedal only, though. So my specific example is easily thrown out the window with most other factions. I’ll probably be completely lost when I try another faction this weekend.

But while I don’t choose tones for the improvement, they are a decent guide to how you might annex provinces. For instance, if you start with the tome of pyromancer, planning around a ritual pyre will help give some structure to your expansion- and a big chunk of mana. The various improvements might not mandate which provinces you need when, but it can give some direction to the madness.

Leal
Oct 2, 2009


God drat I didn't think i would have quite as much fun being a hippy tree elf that spams archers. Stacking a bunch of tier 1 unit buffs, having just enough shield units (say.. the treekin summons) to bog the enemy down while using the abilities that heal and puts them in defense mode clutched so many victories. Once I started running with 3 stacks of units that had 4 archers a pop, had that one spell that would summon a tier 1 unit a turn for 5 turns in battle, blaze of the horde was hitting for 70+ damage on the primary target.

I also grew forests everywhere I could since there is a leader skill that buffs units if you're in a forest province. Then there are the city enhancing spells that also provide effects for battles in any province belonging to that city and it was a perfect "Elves protect the forest" scenario while I got the magic victory.

Vegetable
Oct 22, 2010

Does anyone know how to change the resolution of this game? I see no option for it. I have all the graphics set on lowest and it still runs like poo poo on my admittedly crappy laptop, which I assume has to do with the fact that my monitor is 4k and the game's trying to output that resolution.

edit: apparently there's literally no way to do so, and my diagnosis of the problem is basically right. I might need to change my desktop resolution to play this game which is pretty dumb.

Vegetable fucked around with this message at 07:07 on May 6, 2023

Autsj
Nov 9, 2011

Vegetable posted:

Does anyone know how to change the resolution of this game? I see no option for it. I have all the graphics set on lowest and it still runs like poo poo on my admittedly crappy laptop, which I assume has to do with the fact that my monitor is 4k and the game's trying to output that resolution.

edit: apparently there's literally no way to do so, and my diagnosis of the problem is basically right. I might need to change my desktop resolution to play this game which is pretty dumb.

There is a render scale slider, up top in the graphic settings page.

Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe
Thanks for the feedback on Undead all! It is mostly an econ issue, I think, but there are some other things we can look at too. Free skeletons from the enemy somehow, for example.

For people wanting items:

- If you kill a hero they can end up in your crypt/prison. Removing them will give you their items.
- Other AI players have a random selection of items to trade, you can sort of treat them like item shops

Vegetable
Oct 22, 2010

Autsj posted:

There is a render scale slider, up top in the graphic settings page.
That doesn’t actually change the resolution. If you’re on 4k desktop resolution like me, tweaking that slider does very little to improve performance.

I ended up setting my desktop to 1080p and saw the performance improvements I expected. This is still sluggish, though. It’s using way too much resources for a turn based game.

Babe Magnet
Jun 2, 2008

make skeletons one of the race/form selection tia

Xerophyte
Mar 17, 2008

This space intentionally left blank
All races have skeletons inside them. We just need a skeleton culture to bring them out, as it were.

Ihmemies
Oct 6, 2012

Autsj posted:

There is a render scale slider, up top in the graphic settings page.

No DLSS I guess? Game runs fine on 3080 at 4K, but I’m not sure if my fantasy frogs really need all the pixels.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
In the dragon expansion you'll be able to play as an actual dragon:



e. and turn into draconians

NoNotTheMindProbe fucked around with this message at 09:16 on May 6, 2023

Ratios and Tendency
Apr 23, 2010

:swoon: MURALI :swoon:


Babe Magnet posted:

make skeletons one of the race/form selection tia

That's not how skeletons work.

NoNotTheMindProbe posted:

In the dragon expansion you'll be able to play as an actual dragon:



e. and turn into draconians


Yeah, going back to the dlc roadmap now that we have the game and have some context:

Dragon Dawn: Dragon leader type, reptilian body form, draconic transformation and tomes.

Empires and Ashes: Dreadnaught culture (technology and gunpowder).

Primal Fury: Druid culture, new beast body forms.

Eldritch Realms: "new racial forms", less sure exactly what these will be.

Ratios and Tendency fucked around with this message at 09:49 on May 6, 2023

Babe Magnet
Jun 2, 2008

Ratios and Tendency posted:

That's not how skeletons work.

it's magic. it can be.

toasterwarrior
Nov 11, 2011
Glad to report that industrial arbalest-heavy play is actually doable! Like, ideally I should've switched to Zephyr Archers but I'll be damned if a dwarf is using a bow. That said, keeping to tight formations and taking advantage of the fact that the arbalest's heavy shot breaks defense mode, leading to your shield units hitting them back for six. That build rolled over Mission 4's heavy undead presence, which, well TBF I leaned into all the tomes and damage types that countered that and as it turns out, that poo poo is preeeeetty effective :v

Noir89
Oct 9, 2012

I made a dumdum :(
Is it weird that I mostly excited about the new forms? Eldritch forms I hope is some weird hosed up poo poo!

Leal
Oct 2, 2009


:smith:

Bouquet
Jul 14, 2001

Is there any way to access unit abilities when there are too many to fit the standard UI frame? Feels bad when you realize that equipping that wand of magic missile means you can no longer access overchannel.

Xerophyte
Mar 17, 2008

This space intentionally left blank

Bouquet posted:

Is there any way to access unit abilities when there are too many to fit the standard UI frame? Feels bad when you realize that equipping that wand of magic missile means you can no longer access overchannel.

Mouse wheel scrolling works. Not sure if there are hotkeys as well.

E: This said, it sure would be nice if the UI dynamically arranged into a two row layout or something. It's easy to forget the abilities that aren't visible when you have a lot of them, at least if you're me.

Helion
Apr 28, 2008
For undead, they should make it so their bones are their money. In our world bones equal dollars!

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.

Xerophyte posted:

All races have skeletons inside them. We just need a skeleton culture to bring them out, as it were.

Crab people, give me my inverts!

Bob the terrible
Aug 9, 2006
I just started the first story map.
Do you continue the story with the same faction in the next map?

Love the game so far. Had really fun beating the tutorial with my High elf custom faction.

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
You can continue with the same faction by picking the same leader and faction again but you don't have to

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Gerblyn posted:

Thanks for the feedback on Undead all! It is mostly an econ issue, I think, but there are some other things we can look at too. Free skeletons from the enemy somehow, for example.

For people wanting items:

- If you kill a hero they can end up in your crypt/prison. Removing them will give you their items.
- Other AI players have a random selection of items to trade, you can sort of treat them like item shops

One other small but unrelated point of feedback:

There’s a bit of an odd oversight right now where editing an existing faction does not actually save the changes. The changes apply for that session but the faction/leader in the list remains unchanged. This is all custom leaders not regulars to be clear.

You have to completely rebuild them for the changes to apply for good. Same thing seems to apply to Realms.

Gyoru
Jul 13, 2004



The workaround right now is editing an existing custom faction during custom realm's advanced setup. The newly edited faction gets saved as a new entry if you modify the faction at the player assignment screen. Just remember to delete the old entry

TheDeadlyShoe
Feb 14, 2014
Probation
Can't post for 7 hours!

Captain Oblivious posted:

One other small but unrelated point of feedback:

There’s a bit of an odd oversight right now where editing an existing faction does not actually save the changes. The changes apply for that session but the faction/leader in the list remains unchanged. This is all custom leaders not regulars to be clear.

You have to completely rebuild them for the changes to apply for good. Same thing seems to apply to Realms.

this poo poo is literally causing me to get paralyzed in the faction maker because i subconsciously know my choices are 'permanent'. drat you, brain!

@Gyoru nice tip.

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Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Ihmemies posted:

Why won't these motherfuckers give up!

Why they beeline to some random hero in the corner of a map, to the mountains, instead of doing war objectives, like conquering cities, or defending their own cities?!?!



Other than you, nobody has been talking about the AI about this game. Good? Bad? Really, really bad?

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