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Cane

Sergeant
54 Badges
Jul 17, 2012
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Some things in this game make no sense at all to me and it annoys me. Some things makes me question whether anyone really tested the game for any longer period of time.

For example who thought it was a good idea to make the player go through the following for some measly treasure:

A small room with 4 skeletons defending a chest, looks easy enough right for some treasure? Yes the skeletons if easy and with 1 squad + baal you might lose a single troop or two. But wait, as soon as you open the chest by some weird magic a strong warlock or even worse a overlord guy spawns. The overlord guy takes 3 squads early game to take down and that is with a lot of losses. And for what? 25 treasure? I can raid the same amount in less time with 4 single lvl 1 berserkers without a single guy dying why the heck would I waste so much time and units for a lowly 25 treasure?

Same goes for things like the prison, why waste a whole building, space and a worker for something you can raid way faster?

It pisses me off because I'm now in Act 4 and I'm tired of the same formula of tedious super mobs jumping out of chests.

Also why oh why is it possible to give single minions orders yet not have them go eat when hungry? Someone who played the game must have complained about that and I doubt it would be that difficult to fix.
 
Some things in this game make no sense at all to me and it annoys me. Some things makes me question whether anyone really tested the game for any longer period of time.

For example who thought it was a good idea to make the player go through the following for some measly treasure:

A small room with 4 skeletons defending a chest, looks easy enough right for some treasure? Yes the skeletons if easy and with 1 squad + baal you might lose a single troop or two. But wait, as soon as you open the chest by some weird magic a strong warlock or even worse a overlord guy spawns. The overlord guy takes 3 squads early game to take down and that is with a lot of losses. And for what? 25 treasure? I can raid the same amount in less time with 4 single lvl 1 berserkers without a single guy dying why the heck would I waste so much time and units for a lowly 25 treasure?

Same goes for things like the prison, why waste a whole building, space and a worker for something you can raid way faster?

It pisses me off because I'm now in Act 4 and I'm tired of the same formula of tedious super mobs jumping out of chests.

Also why oh why is it possible to give single minions orders yet not have them go eat when hungry? Someone who played the game must have complained about that and I doubt it would be that difficult to fix.

I dont even open chest that arent big. So when i start i make a nursery, a kitchen make a full squad of merserks and send them out for treasure ect. Way faster and more effective.
 
Some things in this game make no sense at all to me and it annoys me...
why is it possible to give single minions orders yet not have them go eat when hungry? Someone who played the game must have complained about that and I doubt it would be that difficult to fix.

I found this odd too. I saw a worker run out of energy and die. I don't see the benefit to players in encouraging them to check the food level of each worker/minion not attached to a squad. Why not allow them to go to the nearest kitchen when they get low?
 
I was trying to figure out a way to lure the adventurers into those rooms but since all the levels so far automatically link your dungeon to the entrance its that's not really feasible. Yah this is a really odd design choice and I can't see a positive to it except someone meant to do something more with the encounter but forgot.
 
I found this odd too. I saw a worker run out of energy and die. I don't see the benefit to players in encouraging them to check the food level of each worker/minion not attached to a squad. Why not allow them to go to the nearest kitchen when they get low?

I personally think Workers should either not need food or eat "Knights and Merchants" Style. They go on their own accord if they're hungry. I understand troops not doing it, but still. There are plenty of QoL changes the game needs, but I wouldn't call it bad.
 
I must say I agree with this. I am a completionist, I open all chests. I never expect it to be worth anything, because it nearly never is. It CAN be done without losses, but you quickly learn to play always with your 4 squads (and 5 in chapter 2). It is a pain, but rarely it is a good idea to use less. After you quickly max your dungeon with world map quests you just clean the map slowly, killing heroes from time to time (with their annoying ladders). I never even noticed workers need food, I just make more when I see I'm not maxed. As to troops, it is really annoying BUT not only that!

What about healers that do not heal other squads? What is the point of that? If one squad with a priest is fully healed and other one on will loose a member in a moment it really really annoys me. It would make so much more sense to create high dps squads and one squad with 4 priests in it for example.

Other thing I might also say: Later units can completely replace previous units costing same ammout of DEC points (or similiar). That is not variance, if they serve the same purpose If you ask me, but I'm okay with this, as this allows to play missions differently (usually if you try hard enough you can have all of them).
 
I found this odd too. I saw a worker run out of energy and die. I don't see the benefit to players in encouraging them to check the food level of each worker/minion not attached to a squad. Why not allow them to go to the nearest kitchen when they get low?

A quick note on this:

There is a rune called Foaming at the Mouth or some such thing (the picture is a minion foaming at the mouth). It's a 3rd tier rune that increases aggressiveness by 2 every 5 seconds or something. It effectively nullifies the need for a kitchen. Any minion inside your own dungeon or raiding will be permanently at full aggressiveness unless you just killed some heroes (in which case it refills). Your aggressiveness will still decrease on squads you take outside your dungeon for missions, very slowly though, and a kitchen is handy to quickly fill them back up.

I got really lucky (I guess?) and got this rune in Chapter 1 Act 3 and I can't stand playing without it. Sure it takes 5 DEC early to get it but I still invest in it immediately because it just removes that irritating eating mechanic.

Also, if you have 1 kitchen per squad you can issue eat orders to all squads and they will each pick a different kitchen to go eat (same with training rooms).
 
Interesting. I did wonder about the usefulness of multiple kitchens as the game went on. They do have a large dungeon footprint though... has anyone done this?

About the runes- are they consumed once you apply them? How do you apply them? I've gotten as far as killing the King, and have 4 or 5 of the things. What does the game mean about needing "Runes" to unlock the 5th squad slot? Thanks!
 
Interesting. I did wonder about the usefulness of multiple kitchens as the game went on. They do have a large dungeon footprint though... has anyone done this?

About the runes- are they consumed once you apply them? How do you apply them? I've gotten as far as killing the King, and have 4 or 5 of the things. What does the game mean about needing "Runes" to unlock the 5th squad slot? Thanks!

Kitchens are probably the largest footprint that I've seen. I usually build 2 of them and that helps me refill quickly. I don't find it much of a problem to make sure my squads are well fed but I find it tedious that I need to single click each mob that isn't in a squad. I think I saw a post from a dev about addressing the eating issue. Not sure that they will do anything significant but we can all hope. Runes are just an item that you spend DEC points. They really needed to do a better job of explaining this how DEC points are accumulated. Once you get to act 2 you get a rune for 5 DEC points that will give you a 5th squad. I've only used it once because I've noticed that you have to pick and choose what DEC points you want to spend. Its a very unique part of the game. They need to explain grouping squads together for different squad abilities. I noticed different combos give you different results. Its kinda trial and error. Not sure I understand why they did this other than they wanted to you figure it out on your own.
 
No one is going to point out Workers don't need food?

Really? No one thinks its the least bit odd he says he saw a worker "Run out of energy and die" ?
Workers are always at 50 aggression. They never lose it. They also can't get a bonus like normal minions can. (up to 100)

Did you mean minions ? Non-workers?
And if that's the case, NOTHING dies from running out of aggression. I use 0% aggression patrolling minions to destroy ladders, and a series of traps to wipe out the front entrance. Haven't run into any problems up to 3-1 yet doing this.

You can order single minions to go eat in the exact same way you can order squads. Using the radial menu OR the squad menu. If you click on a single unit on the left side and click the eat icon in the bottom right corner, he'll go eat.

Single minions don't need to eat if they aren't actively in combat, and since they wouldn't be contributing to any squads experience when fighting solo, you should be focused on your squads doing the fighting. Let the single units patrol and take down ladders
for you.

Also, for your soldiers, between aggression runes you can unlock and the aggression mascot, you can completely negate aggression loss. None of my squads are ever below 100 aggression unless I decide to run a pure dps squad with a dps mascot, and even then it's super easy to keep active for a very long time using an aggression rune.

All chests inside your dungeon section seem to spawn a mini boss. Only the fire warlock has ever been problematic for me if I use Baal to tank. Large chests have a chance to spawn runes, which is worth it. I skip small chests until I have a couple of level 2-3 squads, then open them. The only "boss" monster I've run into that cleaved Baal into tiny pieces was the Albino Ratman, and for some reason I haven't had a problem with any of the others I've found. Only the one I first ran into when I opened a large chest in the "public" area.
 
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Well, what I saw was a worker imp digging a hallway suddenly fall over and die/expire. Nothing was attacking it (there weren't any hostile things in my dungeon at the moment), so I assumed it ran out of energy. Despite keeping my dungeons clean of heroes, I have to spawn more imps from time to time- more than assigning them to rooms would account for. I guessed that workers not assigned to a room ran out of energy- but I could be entirely wrong. A manual would help clarify things and reduce speculation.
 
Well, what I saw was a worker imp digging a hallway suddenly fall over and die/expire. Nothing was attacking it (there weren't any hostile things in my dungeon at the moment), so I assumed it ran out of energy. Despite keeping my dungeons clean of heroes, I have to spawn more imps from time to time- more than assigning them to rooms would account for. I guessed that workers not assigned to a room ran out of energy- but I could be entirely wrong. A manual would help clarify things and reduce speculation.

Yeah or you could just watch your workers doing carry work for 3-4 seconds and see their aggression meter never changes.
If you lose an imp working, he got killed by something. I obviously don't know what, but since you couldn't notice that their agg meter changes, I sincerely doubt you would have noticed a trap, or randon enemy either.
Observation FTW!
 
Well, what I saw was a worker imp digging a hallway suddenly fall over and die/expire. Nothing was attacking it (there weren't any hostile things in my dungeon at the moment), so I assumed it ran out of energy. Despite keeping my dungeons clean of heroes, I have to spawn more imps from time to time- more than assigning them to rooms would account for. I guessed that workers not assigned to a room ran out of energy- but I could be entirely wrong. A manual would help clarify things and reduce speculation.

If you have a <ReplayFile>.rpy (MyDocuments/Impire/Replay) where you know a Worker is dying out of the blue, can you post it here so that I can debug the problem. This shouldn't happen.
 
Now that I know it is un-intentional, I will post if I see the issue again. It happened on the the very first map, and I'm a bit farther now. Thanks for clarifying the intended system!