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Voyager I posted:Actually, I'll ask this before I pull the trigger - how are the DLCs? Worth it for the full bundle?
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# ? Mar 19, 2024 21:26 |
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# ? May 6, 2024 15:16 |
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Voyager I posted:Actually, I'll ask this before I pull the trigger - how are the DLCs? Worth it for the full bundle? Splicer posted:Cheap at twice the price. I wouldn't go this far but I agree they are all good value. They are additive content though: core mechanic adjustments and additionals are part of the free updates.
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# ? Mar 19, 2024 23:36 |
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Turn 39 1150 power vs 1750 mage tower, auto resolve was still a win but with 2 animist dying. Giving storm crows a try instead of crocodiles, the summons don't have the raw power of the crocodile or mammoth but the 50% damage to adjacent units, especially if buffed with mana unchained or something similar, can be pretty nasty, it also helps that lightning is the best damage type in the game. Plus grasslands is 80% of the world space so it's common to get some free movement and mana all over the world. Ra Ra Rasputin fucked around with this message at 02:25 on Mar 20, 2024 |
# ? Mar 20, 2024 02:20 |
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Ra Ra Rasputin posted:Was thinking about how the first materium empire skill is far and away the single most powerful economy pickup in the early game saving you 112g and 4 turns per outpost and whatever income you'd of got from those turns of not having the workcamp and in the late game it is the single strongest offensive skill when you can 1 turn a teleporter outside someone's capital and have areas to heal up. Yeah, whenever I'm messing around in the faction tool planner, I almost always take some kind of starting trait that gives Materium affinity because every time I've played without it I really feel its absence. Wouldn't mind seeing Outpost spam nerfed.
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# ? Mar 20, 2024 02:57 |
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crepeface posted:Wouldn't mind seeing Outpost spam nerfed. I swear some variant of this issue crops up in every similar style game I've played limit per city, perhaps adjusted by map size would be fine with me, I don't like littering them across the world also having the AI use them for war would be nice, anyone seen them drop one as a forward teleport ever?
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# ? Mar 20, 2024 04:32 |
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victrix posted:I swear some variant of this issue crops up in every similar style game I've played I have had them drop one in my face before, but almost always this is as a push to expand in the same basic spot I was.
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# ? Mar 20, 2024 04:58 |
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Help me figure out what's causing this imperium after a battle. I'm scion of evil/powerful evokers against a faction with relentless crusader, I can't think of anything but relentless crusader that would give me imperium for killing troops so is the enemy faction's relentless crusader giving me imperium? It's not a visual thing either, I got a large chunk of imperium after wiping their stacks and I am not getting imperial after battle against factions without relentless crusaders. Ra Ra Rasputin fucked around with this message at 07:03 on Mar 20, 2024 |
# ? Mar 20, 2024 05:10 |
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I think outpost spam is kinda good, actually. It's a way to contest space, an essential part of a 4x; it also allows the player to make direct changes to the terrain, setting up walls as slowdowns/strongholds while supplying themselves with healing and roads. I think outposts are perhaps a bit too efficient with Materium 1, but conceptually I think they work pretty.
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# ? Mar 20, 2024 05:28 |
Teleporter outposts make the endgame crawl somewhat more tolerable.
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# ? Mar 20, 2024 06:24 |
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I'd rather see them buff the other low level skills than make needs to the good ones. Fruitful Integration(nature - new/conquered cities take fewer turns and get +1 pop) is pretty good. The problem here is that it's competing for the same space as the outpost one. Surge Spellcasting(astral - 25% mana discount to other spell types after casting one type) is too situational, and should be the other way around as typically I'm spamming the same spell multiple turns in a row. Call of Chaos(Chaos - free unit after defeating an infestation) is too narrow as you just might not run into that many infestations. Free units is nice if you're using recurring infestations then it's pretty good. Pacification (Order - 300 relations to free cities after clearing infestation or conquering a city) is even more narrow than Call of Chaos and only useful if you care about Free Cities. I'm also not sure if this only affects the cities you've contact or not or is the bonus applies if you meet them after conquering one. Knowledge Extraction (Shadow - 150 knowledge per hero defeated in combat) is a good one but not really worth taking early on as you won't really be encountering enemy heroes until roughly turn 20, kind of depends what your first quest is since Free City rushing is kind of off the table now. Then on top of those you have the general ones that are situationally worth getting: embarking, tunneling, road building.
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# ? Mar 20, 2024 07:26 |
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Move the free work camp bonus to a new general tree skill and add something else to the materium tree skill instead.
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# ? Mar 20, 2024 08:30 |
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Splicer posted:Move the free work camp bonus to a new general tree skill and add something else to the materium tree skill instead. That would probably be the best way to go about it to bring materium down from "must have" to "better than most of the rest"
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# ? Mar 20, 2024 09:50 |
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Splicer posted:Move the free work camp bonus to a new general tree skill and add something else to the materium tree skill instead. In its place make it so Materialism claim ranges are +1(2?) bigger and outposts founded within claim range are cheaper/refunded on completion. Would capture the vibe that Materialism is greedy.
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# ? Mar 20, 2024 10:47 |
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Please don't do anything to faster outposts+work camps. It will turn the game into a such a slog for me. Remove gold discount, throw it into the middle of the general tree whatever else don't care. Increase the cost even so it counts work camp price, just don't make territory control a nightmare. But yeah it is a bit annoying always having to have materium but materium in general is very good and I pretty much always have at least a couple points of incidental affinity. I'm more irked at my inability to play anything other than high due to incredibly cheap research post. I'm not even particularly crazy about other stuff. Like yeah their package is great in economy and military but I just hate not having access to fast research so I either play High or start with Cryo tome.
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# ? Mar 20, 2024 11:24 |
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I'd just swap some of the skills around and buff them. Making the Astral skill the one that gives you +20 casting points is way more impactful in the early game for both early summoning and damage/buff/debuff spells. Swapping the Chaos skill that reduces T1 upkeep cost and then also giving it a Draft cost reduction incentivizes you to build more small armies quickly. You could also lower the one that gives you a chance of getting a free t1-t2 after fights but I'm not a big fan of skills that don't always work/have that much RNG; just make a guaranteed T2 after every two fights, or a T1 and make it the first skill. Shadow should swap 'All-Seeing' and also have it make contract with the nearest Free City. Getting vision isn't really that interesting but adding in something that causes other players to be unable to gain influence with the city as long as you have a stone there. Sort of a way of "claiming" that city for the future mechanically by thematically "whispering lies into its ear about other rulers to keep them off it". Similarly Order should swap with Diplomatic Channels and also make contract with the nearest free city, but also reveal the location of the others(not making contact). Then you have the triad of strategies (agro, control, midrange) all being represented by two of the spheres that oppose one another and in very diegetic ways. Nature and Materium represent control of the long game through expansion. Shadow and Order both express themselves through interactions with neutral denizens in the world. Astral and Chaos would represent aggressive power through spells or units respectively. It wouldn't be perfect but at least there would be more of a reason to take one particular one as quickly as possible for your playstyle.
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# ? Mar 20, 2024 13:02 |
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That all sounds pretty good to me! Did they change the free T1/2 to giving you the unit at the start of your next turn? It looks like that’s how dominate stuff works now. I instinctively avoid the free weak unit upgrade after the AI exploited it to hit me 2.05 (combat utility) stacks at a time in the end game when there are more than 3 stacks maneuvering.
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# ? Mar 20, 2024 23:19 |
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PaybackJack posted:I'd just swap some of the skills around and buff them. Making the Astral skill the one that gives you +20 casting points is way more impactful in the early game for both early summoning and damage/buff/debuff spells. Swapping the Chaos skill that reduces T1 upkeep cost and then also giving it a Draft cost reduction incentivizes you to build more small armies quickly. You could also lower the one that gives you a chance of getting a free t1-t2 after fights but I'm not a big fan of skills that don't always work/have that much RNG; just make a guaranteed T2 after every two fights, or a T1 and make it the first skill. idk anything about balancing in these kinds of games but that seems pretty cool. im a sucker for symmetry and flavour expression in mechanics.
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# ? Mar 21, 2024 11:10 |
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PaybackJack posted:You could also lower the one that gives you a chance of getting a free t1-t2 after fights but I'm not a big fan of skills that don't always work/have that much RNG; just make a guaranteed T2 after every two fights, or a T1 and make it the first skill. Actually the more I think of it the more I think that Barbarians should be shifted to full chaos (which I already thought since Primal Fury came out) and they should get their own gimmick where fighting lets them spend fightpoints to "build" units on the march. A kind of but not quite PvE reavers. So take what I said up there, make it the Barbarian gimmick instead of an empire skill, and make a new skill for that slot entirely.
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# ? Mar 21, 2024 12:22 |
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Bouquet posted:That all sounds pretty good to me! You can deselect your big stacks if they attack your small stack. Then you only lose the free unit.
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# ? Mar 21, 2024 13:45 |
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PaybackJack posted:I'd just swap some of the skills around and buff them. Making the Astral skill the one that gives you +20 casting points is way more impactful in the early game for both early summoning and damage/buff/debuff spells. Swapping the Chaos skill that reduces T1 upkeep cost and then also giving it a Draft cost reduction incentivizes you to build more small armies quickly. You could also lower the one that gives you a chance of getting a free t1-t2 after fights but I'm not a big fan of skills that don't always work/have that much RNG; just make a guaranteed T2 after every two fights, or a T1 and make it the first skill. The counterpoint to swapping/buffing early skills like that is that it encourages raindbow builds: for a competitive/optimized start it is already "start with some Materium, and get Astral quickly", and the above would make that "start with Mat and As 1 always", because just the 1 point is enough to get that first skill in a reasonable timeframe. The alternative philosophy is to make the first 2 skills more niche and put the more universally good stuff into skill 3 and above, so that those become perks from specializing into that direction instead of being the guideline of what direction you need to start with. This is what is already kinda true for the other Affinities _but not_ Materium and Astral, who spike earlier than others at their first or second; Shadow 3 for example is absolutely fab and great for most games, but that it comes at Shadow 3 means that it isn't something you necessarily plan your first Affinity points around because that does get a little too restrictive. Not that I disagree that the Affinity tree could use some finetuning/loving in the details, but how you do so does have quite an impact how the faction creation aspect plays out.
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# ? Mar 21, 2024 22:04 |
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Shadow affinity is one of the empire trees I am perfectly fine with taking every permanent bonus it has on offer, with only the universal camo at home and soon-obsolete city vision range being a optional pickup. The first +150 knowledge per hero kill when you start fighting free cities is great at giving you a extra turn of research and tons over the course of the game, +200 knowledge/mana on city capture when you are on the warpath is great, all the whispering stone related stuff is great, magic origin upkeep cut is amazing if you summon anything ever and death magic is essentially infinite casting points in any practical battle since it also triggers off your own stuff dying.
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# ? Mar 21, 2024 22:25 |
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Gave a golem focused build a try and rushed tuning kits because the description said it overcharged them for +50 damage and wanted to see if that was flat damage or a typo for 50%, it's a typo and 50% damage is in no way worth the chance to stun itself for 2 turns, even with throwing negative condition removal and randomly removing the stun the golems they would just keep stunning themselves regularly and 2 turns of not being able to do anything is a death sentence. Dislike it when the negative vastly outweigh the positives on random skills when I could just grab a better skill that is all upsides with no crippling downside.
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# ? Mar 23, 2024 12:57 |
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Ra Ra Rasputin posted:Gave a golem focused build a try and rushed tuning kits because the description said it overcharged them for +50 damage and wanted to see if that was flat damage or a typo for 50%, it's a typo and 50% damage is in no way worth the chance to stun itself for 2 turns, even with throwing negative condition removal and randomly removing the stun the golems they would just keep stunning themselves regularly and 2 turns of not being able to do anything is a death sentence. Construct builds are great because of tome of constructs not tome of dreadnought. The spells there are incredible. I'm pretty sure it's the only tome that gives mass haste right now. And the overchannel combo of haste spell->mass attack ->mass defense mode spell with bronze golems is backbreaking. You want to get some ranged or support power on tier 3 tomes anyway when you already have a solid frontline strategy from t2. Maybe tuning kits are good when you've teched up to gold golems but I had them more than strong enough already without that ability when playing with constructs.
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# ? Mar 23, 2024 13:23 |
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Yeah tome of construct is great, but I mainly wanted to test out tuning kits and see if the description was right and bronze golems would do +50 flat damage on a cleave, they do not.
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# ? Mar 23, 2024 13:34 |
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You want to combine tuning kits with a status clearing effect like from Alchemy or a Hero Skill. It's pretty punishing without one I agree. Edit: I read hastily, yeah I agree it's not amazing on Bronze Golems, I had fun with it and Ironclads.
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# ? Mar 23, 2024 20:01 |
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Get the Order Bolstering Matrix too and now your armywide buff spell gives everyone bonus crit chance
toasterwarrior fucked around with this message at 05:13 on Mar 24, 2024 |
# ? Mar 24, 2024 04:06 |
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Man, gently caress nimue
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# ? Mar 24, 2024 05:07 |
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Hey Gerblyn, I think I bothered you about this like literally ten years and two games ago - is there any possibility for an mp classic mode where the other player(s) control monsters/mauraders/ai etc in tac combat? basically normal classic but your buddy is always trying to screw you over in every independent battle and vice versa (or at least the ones players opt into) hell even a debug command to do this would rule
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# ? Mar 29, 2024 12:57 |
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victrix posted:Hey Gerblyn, I think I bothered you about this like literally ten years and two games ago - is there any possibility for an mp classic mode where the other player(s) control monsters/mauraders/ai etc in tac combat? Maaaaaaaybe
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# ? Mar 29, 2024 15:31 |
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victrix posted:Hey Gerblyn, I think I bothered you about this like literally ten years and two games ago - is there any possibility for an mp classic mode where the other player(s) control monsters/mauraders/ai etc in tac combat? this is a very cool idea
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# ? Mar 29, 2024 15:45 |
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victrix posted:Hey Gerblyn, I think I bothered you about this like literally ten years and two games ago - is there any possibility for an mp classic mode where the other player(s) control monsters/mauraders/ai etc in tac combat? Yeah, this would be very cool for head to head games.
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# ? Mar 29, 2024 17:40 |
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Gerblyn posted:Maaaaaaaybe
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# ? Mar 30, 2024 00:35 |
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Gerblyn posted:Maaaaaaaybe Oh gods oh please. I want this so badly, I was literally talking to Daton about it as we played our multiplayer games.
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# ? Mar 30, 2024 19:58 |
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What are the actual affinity thresholds needed for tier 3/4/5 tomes? I know that was changed in a later patch but I don’t recall the actual numbers
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# ? Mar 30, 2024 23:00 |
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Captain Oblivious posted:What are the actual affinity thresholds needed for tier 3/4/5 tomes? I know that was changed in a later patch but I don’t recall the actual numbers 3/6/8
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# ? Mar 30, 2024 23:13 |
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anyone seen Carnalfex or Madmac round these parts recently?
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# ? Apr 1, 2024 10:25 |
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isn't carnalfex the internet janitor? he's in the old pf goon discord if nothing else madmac has been on steam so he ain't dead but the last time i talked to him predates planetfall
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# ? Apr 1, 2024 19:44 |
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Heya Victrix, what's up? Your post about having other players control monsters in combat would go a looooooooong way to help alleviate the problem with simultaneous multiplayer being an afk fest. If all players in the game were able to participate in every combat suddenly the best part of the game, tactical combat, becomes a fun and desireable part of multiplayer for the first time. That would be MASSIVE. You'd probably want some kind of system to handle what happens when more than one player selects the same unit to control. Ideally something like you choose units with a priority "I want these three, this one is my favorite then this one" and if any priority choices coincide then the ties roll dice until there is a winner. Probably also want the whole system to be an option that can be toggled off as it wouldn't play well with the play-once-a-day PBEM style games. The way total war lets you gift friendly units to allied players is super fun, but I don't think that works as well in a turn based game since there is no worry about micromanaging units on a time budget. Even with turn timers on, players can't do more than one action at a time, so it isn't overly useful. Still, just having players control the baddies lets you revel in the tactical combat goodness. Improves multiplayer massively AND makes the tactical combats way more personal and exciting. If something like this is added I would buy so many more copies of this game and all the content ever made for it. It would also make for really fun streaming content. Carnalfex fucked around with this message at 21:04 on Apr 1, 2024 |
# ? Apr 1, 2024 20:55 |
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It also makes me feel less bad about never engaging in player vs player, since I don't vibe with that unless I'm ideally meant to lose gracefully but close enough to leave the players entertained! Why yes I do GM LANCER, did my avatar give that way? SO yeah, I'm 100% behind this idea of playing the npc's. Plus we get to see so many neat skills that are exclusive to the T5 units and harder to come by. ... also considering their track record, I consider this a sign that yes, DLC 4 will include endgame crisis's. Or at least random ones. 3 had it in the necromancer expansion, planetfall had it sooner with the shakarn's but that does not invalidate my suspicions.
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# ? Apr 3, 2024 16:26 |
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# ? May 6, 2024 15:16 |
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Is there an order I should be doing the meta progression unlocks or does it not really matter? It seems like most of them are cosmetic but there are some things with a gameplay effect sprinkled in there?
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# ? Apr 3, 2024 16:37 |