That's... exactly what happens in the game. Really.I think there should be pop up whenever a player start to cast Unity. It is a spell that will control all magic, after all. Each Great Mage must feel its power even from a far.
That's... exactly what happens in the game. Really.I think there should be pop up whenever a player start to cast Unity. It is a spell that will control all magic, after all. Each Great Mage must feel its power even from a far.
That's... exactly what happens in the game. Really.
In my last game, for instance, I created a custom wizard with 30 perk pick points. Not because it's fair or a special challenge. Just because I wanted to. And it being a single player game, I didn't have to ask anyone if that was okay with them...
Careful. Paradox doesn't take kindly to people discussing how to, let's say, 'tweak' the game to your preferences. At least not on their own forums.
Well, I don't have a lot of experience with other Paradox titles (just the two in the side panel, I believe). But the Paradox CEO said he was "always positive to allow modding in [their] games." In the same thread, Alexy (Ino-Co Dev) said it was a matter of releasing their tools to facilitate modding. I presume packaging them, obtaining the ok for any licensed software contained within, ensuring they don't melt your computer, etc. (http://forum.paradoxplaza.com/forum/...why-not./page2)
None of which suggests that Paradox is opposed/going to lock/ban discussions of user modifications that don't rely upon Ino-Co's tools.
Well, they did delete (not lock, but delete), thread where one guy made tool for unpacking their pack files, which made it possible to look at game resources. And quickly closed any other threads related to it.
Their reasoning was that this is somehow as bad as cracking the game, which is in my humble opinion a really bad stance for company on fan made modding. Many other games got modding tools in just exactly same way and companies never complained but embraced community interest in modding.
I'm kinda baffled but Paradox and Inno-Co reaction here.
Still, these are their forums and their rules. They can do what they want, and players should probably discuss any kind of "illegal" modding somewhere else.
How does the AI has such a massive mana reserve? IIRC Unity costs 5k mana.Yes you can counterspell Unity, but in the game im playing right now (max world size, max AIs etc), the Unity spell gets cast every turn by someone, sometimes by multiple AIs at the same time. Being able to do nothing but cast counterspell each and every turn is extremely annoying
How does the AI has such a massive mana reserve? IIRC Unity costs 5k mana.
Given the number of patches since release, the type of boost the AI gets could have changed. Early on I saw two successive Unity casts from a weak AI- no way it had 10k mana under the rules I was playing with. Recently no AI has attempted to cast Unity (Impossible and Challenging games). Maybe the AI is given a large bonus pool at the start of the game relative to the player- say 5k mana and 5k gold? It would explain how a resource and city poor AI could fire shadowbolts and firestorms repeatedly in the early game.
For example, in my game under the most recent patch I got a 500ish mana inducement to sign a NAP on turn 24? Sub 40, certainly. The AI had no mana producing structures aside from a Mana Tap at the capital (its sole city). Until a dev or file diver chimes in, I don't think we have enough info to be sure what the AI bonuses are.
As to the difficulty of scouting (even on Huge Impossible Maps)- as long as you make scouting a priority, it shouldn't be a problem.