I rather consider it a feature...there are so many little gems (ha!) in this game, only available by digging.
Kaelik, to Tzor wrote:
And you aren't shot in the face?
Frank Trollman wrote:A government is also immortal ...On the plus side, once the United Kingdom is no longer united, the United States of America will be the oldest country in the world. USA!
Okay, I got my Agartha mod to show up as enabled, but now the game crashes when I click Start New Game. Anyone know any common reasons for that to happen?
angelfromanotherpin wrote:Okay, I got my Agartha mod to show up as enabled, but now the game crashes when I click Start New Game. Anyone know any common reasons for that to happen?
Quantumboost wrote:What do the little crowns on the map mean?
Those are victory points. If they're enabled, you can win the game by holding enough of them for long enough instead of just being the last man standing.
Is Improved Cross Breeding any good? Seen it pop up in the spell list of my Gygjas, but I'm not sure if I shouldn't just stick to churning out Frost Fiends.
Crossbreeding gives you a pile of random foulspawn. Most Foulspawn are terribad. Like, seriously unarmored human soldiers with dog heads instead of swords. Garbage. But if you cast it in a province with Luck, you get a small and random number of chimerae, and those are awesome. Some of them, such as some of the Ettins and Grotesques are actually worth casting Gift of Reason on and loading down with magic items. Others have death gazes or breathe fire. If you are Luck 3, Improved Crossbreeding is an awesome spell. If you are a misfortune power, you should pretend it doesn't exist.
Nachtigallerator wrote:Is Improved Cross Breeding any good? Seen it pop up in the spell list of my Gygjas, but I'm not sure if I shouldn't just stick to churning out Frost Fiends.
I'd agree with Frank mostly. Some of the terrible spawn have AP attacks or interesting things like amphibian, but the terrible all around stats means that unless you are using high-end magic to armor and otherwise protect them they suck.
On the bright side, they are warm bodies to prevent or do a seige and are cheap as fuck to mass. They do that admirably well.
As for spending little girls at that level, Storm Demons, Devils and Demon Knights are both better than the Frost Fiend. Storm demons fly and cast AN Lightning bolts and don't lose precision in storms and have an AN add effect. Demon Knights have Fear and lances and great armor. Devils fly and have fire auras and paralyzing attacks and two other attacks and are just a solid flying combatant. All are good morale and HPs.
Frost fiends kinda blow compared to the other options. They have a ranged attack and are decent in melee, but compared to a Storm demon volley or a demon knight charge it's shocking how much they suck.
Last edited by K on Thu Jun 23, 2011 1:01 am, edited 1 time in total.
If you forge something the forging bonus counts.
Somethings like pacts you don't forge...
Red_Rob wrote:
I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
There are a few, specific items that can never get a forge discount. Check the item you want to forge in the wiki to see if it's one of these non-discountables.
NinjaDebugger's mods make my brain hurt. The "Awesomize" stuff is so much crazy better than anything else in the game that it isn't funny. It's basically comparing boners of whose unit got the more absurd upgrade.
Red_Rob wrote:
I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
I was wondering about LA R'lyeh, specifically what sorts of "big" things that it benefits from.
I'm running a T-3, S-3, C-3, G-1, L-3, M-3 with Dom 10, minimal paths Archmage on the Glory of the Pretenders map (stuck in the top left corner; slowly pushing east into LA Jomon (I've not really advanced into their forces, as I've been waiting for the forces that have been building up swallow the land peninsula south of my limited waterway); having completely swallowed the NW land peninsula; and now trying to shuttle freespawn into the bottleneck towards the other waterways that go further south.
My Archmage has just enough in their paths to do underwater site searching, and with only a tiny amount of provinces searched, I'm pulling in lots of gems every round (85 different gems per round, plus about 10-15 more from clams).
Sending out the Spirit Visages and scouts on an every expanding path has shown me that I have little to fear; and lots of thickly defended indy provinces (I'm a fan of Strength 9 indies).
I've summoned a pair of Naiads to do some clamming, and Gift of Health, and try to spend my massive stocks of nature gems. A Kokythiad to cast Burden of Time and build some Death gem items, and a Troll king to bring Forge of the Ages online.
One of the benefits of BoT is that it helps thin my freespawn chaff. I'm getting to hate all of the useless aquatic-only tritons that I've got stuck in some of the more remote provinces of my territory.
The thing is I don't really know what's good to summon. I'm worried that anything SC-worthy will go crazy on me and waste my gems, but I've got all of these gems that I'm not sure how to use in the first place, mass build lumber constructs? A Harvester of Sorrows to send deep into enemy territory? A GoR'd Gargoyle with Charcoal Shield, Firebrand, Hydra Skin, Luck Pendant and Horror Helmet?
I'm debating making a group of thugs and SCs to send far into indy territory, away from my madness inducing realm, and carve a path for other units to follow and expand upon. Perhaps some Vine Kings with shadow cloaks, luck pendents, firebrands.. but it's just a mental exercise.
So far, I'm thinking that mass building whips of command might be a go to solution for my issues where my startspawn mages and priests simply don't have sufficient command to shuffle the freespawn I'm amassing.
I'm probably going to be picking up Abominations to give me more ranged support, and I'm iffy on Tarts.
So, basically, I need some advice on managing the freespawn madness; and figuring out what sort of end-game SCs I should be gunning for.
For research: Conj 7, Evo 7, Cons 7 (going to 8 on this next); Ench 5, Thaum 5. Alteration and Blood are still at 0 and I'm pulling down just over 500 RP/round; although it's been higher when I didn't have 12 or so mages shuttling around troops. Freespawn commanders are.... handy, but completely undependable. A Starspawn mage with a whip and/or crown is much better imo. Which sort of helps form an image for the iconic LA R'lyeh army; mindless cattle whipped forward by their unearthly cephalid rulers.
Right now I've got Stellar Cascades on my Astral only mages, en mass it's not bad at stalling the middle of an opposing army; and finally unlocked nether darts last turn; which means that I can use more of my S D priests. Falling frost came online a quite a few turns ago, and I build a half dozen, or more water bracelets for my 2W mages to get them blasting with something worth using. More than half of the heroes in the hall of fame are some sort of falling frost character at this point.
The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
I've been tinkering with it, but haven't released anything public yet. Since there seems to be interest, I'll try putting together another build. It's the farthest along of 3 mod projects, and I really should get a custom phantasmal warrior sprite to make the called allies look more distinctive.
Granfalu v0.5 (may contain bugs, since I just added something that overrides the base appearances of Phantasmal Warriors and Knights, and I haven't finished checking out the ramifications in play.) http://www.mediafire.com/?2hlm169lmty1du4
EDIT:
Version 0.51 (changes listed in official thread) http://www.mediafire.com/?8y58f9c5uv28b12
Last edited by Avoraciopoctules on Thu Jul 21, 2011 4:05 am, edited 1 time in total.
If I kill comanders in the normal Battle phase, their troops should have died onto Water poisioning in the fort storming phase, right? (UW-Nation on the defense).
Red_Rob wrote:
I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
So, what about relatively simple fixes for underused Pretender chassis? I understand that several of them have niche uses, but there are a few which are considered universal ass, right?
The Manticore is the worst Monster-type, chiefly due to low Protection and no paths with an expensive path cost. What could be done to make it competitive with and yet distinct from the Dragons? What would starting at (for example) Blood 1 do for it?
The Vampire Queen is just hella overcosted. What would a fair cost be?