geniusisme

geniusisme

Joined Member # 5386927
0 Posts 0 Replies 346 Reputation

[quote who="coyote303" reply="46" id="3641330"] We'll have to agree to disagree. This ability allowed me to roll through my enemies in my last game. [/quote] It just could not happen. Without this ability you would be able to target shots by yourself, or even use archers ability to shoot multiple enemies. Looks like you've rolled despite the shoot-at-the-start-of-battle ability, it is very possible.

48 Replies 580,115 Views

I can't say for the campaign, but for random maps my thoughts are: - Paladins are overrated, use raiders. - On insane, you basically lose when DD hits 100 and stays there for couple of turns. SK snowballs from this point with unstoppable speed. So rush reduce doomsday, then you can turtle almost as long as you want. - Drain shard is cool. Starting mana means you can direct your magic towards researching reduce doomsday. But more important, you'll get 10+ essenc

5 Replies 38,255 Views

As I've previously said elsewhere, making things work will add a good chunk of replayability. Make crystals (not shards) work, make non mounted units work, make more than 20% of spells work, make heroes besides of varda-drogan-swordsman :) work, make more items and enchantments work, make more than one branch of heroes's skills work, sovereign trees need some love as well. People will start to actually use all that stuff, make it just a bit more scarce, and play

18 Replies 51,959 Views

If you look for spiritual successor of MoM (I mean truly spiritual successor, not the game that claims to be), then check out AoW. Also you can ask them why they don't replicate and rather doing something they like more :). SK is totally different game. Yes, it is fantasy 4x-ish, but there similarities end. As for why not to create 10 unique races and tons of spells, the answer is obvious: time. And time is money. Apparently, SD thinks that additional resources spend on thos

3 Replies 51,662 Views

[quote who="Grakor456" reply="32" id="3589243"] since you're punished for cruelty points [/quote] May you just wasn't cruel enough? :) For sure, there are couple of negative events, and people join the SK in the final. But is it a real punishment? Does it somehow stand in you way and make your conquest harder? Doubtly so. But on the other hand, there are units joinng the cruel leader (nothing like Praiden enthusiasts, but still). And there is the game

34 Replies 140,502 Views

"send a save with setup showing failing turn move prediction". Are you kidding? This bug has been around for ages (it comes right from FE, or maybe even earlier). All you have to do - Move your guys up to the maximum allowed distance or more a couple of times and bug will show itself. There are actual streams on your channel where this bug is crystal clear. And don't bash on A*, please. This is very solid algorithm and it shines on much more complex tasks then

2 Replies 28,692 Views

Short answer - equip the highest initialive unit with the ring. The long answer - if you want to use damage spells, you will need specially prepared unit for it. This means you will want a lot of spell mastery and spell damage items and enchantments on one unit, overwise most units are better spending their turn fighting. So you probaly need several mastery rings, ametists and cedarwood oil. Look for other possibilities to increase mastery, spell damage and initiativ

3 Replies 15,369 Views

Just make reduce doomsday 500 mana for 20% or something. Player will be unable to keep it low, but will be able to freeze it in middle level spending payloads of mana. Quests and allies are ok, maybe just need tweaks to particular numbers.

6 Replies 28,164 Views

Raiders are the trainable units. They accesible if you'be build stables. Choose the city (capital would go) with high essense cound, enchant with per essence enchantments (aura of grace/vitaliy/strength) and just build raiders. Then give them equipement (onyx rings, ogre-blood, some elemental defence), enchant them with courage and you can roll over anything. There are many steps to take, but one can skip some of them, especially on not-too-hard settings. Raiders are chosen because they a

7 Replies 26,785 Views

[quote who="XWerewolfX" reply="10" id="3574919"] Dude, geniusesme, you realize that Adam probably knows more about this game than we all do, right? Listen to him in the stream; he knows his shit. [/quote] By the looks of things, no. I've watched almost all the streams and I've seen a lot of things that I knew exactly but Adam and Scott wandered about or were unsure of. And I have "just" 100+ hours in the game, while the guys play/think/develop the game

13 Replies 24,840 Views

The issue is there is five of them. Just give them enough ogre-blooded onyx rings and they are unstoppable. Courage and plain leveling up also have a very strong impact on their performance. But please, do not cut down their number. They are unique unit this way. May be fame reqirement should be higher and initiative could be lowered so player will have to invest in initiative instead of damage.

13 Replies 24,840 Views

you can eqip raider with the right rings and he will become awesome spellcaster with HP and denfence and attack and probably with higher initiative then keplin or any other battle mage. And I agree with TS - there are stil too many bugs to claim game is 1.0

21 Replies 92,570 Views

1. This was more than month ago. 2. After 30-40 turns you can have something better then soldiers, that's the reason of waiting in the first place. 3. Scouting is cruicial, but it's just scouting. Qusting needs army. And with a weak army you can just loose more DC if hero gets killed. 4. I play Insane only :) 5. Everybody says the game got much better now. I'll check after release :)

11 Replies 17,061 Views

With 26(on average) shards there will be a lot of pioneers. And on higher difficulty one needs additional strong outposts in choke points.

6 Replies 25,312 Views