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| i just got drunk and bought all endless legend; red panda is responsible for this | |
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| Tweet Topic Started: Nov 29 2016, 02:21 AM (343 Views) | |
| Moo | Nov 29 2016, 02:21 AM Post #1 |
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Level 8
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the main music is nice |
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| Moo | Nov 29 2016, 03:27 PM Post #2 |
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Level 8
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For the record it was only $38 for the game and all DLC. It's not like I splurged a heap of money. That said I wouldn't have got this sober because I'm backed up with strategy games at the moment. |
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| Red Panda | Nov 29 2016, 03:36 PM Post #3 |
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Jerbs and Groathe
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Yeah, the soundtrack to the game is quite nice. Has this weird blend of Fantasy with a touch of synthesized layers to them that give it a touch of sci-fi. The tutorial doesnt exactly explain certain things. Some mechanics might be misleading if you're used to Civ. - Map is divided into segmented regions and dont change/grow. This controls city spam and the need for the early land grab. It also gives you clear fixed borders to work with. - The resources within tiles you obtain in that small area around the city is yours. Exploiting of resources is done within the vicinity of your settlement. - Luxury Resources pretty much work the similar to Civ. Here it just needs to be within your region. - Settlements become multi-tile and are expanded through districts, but implementation is different from Civ VI. Districts expand and increase the tile reach of resources in the surrounding area. But settlements grow when there are 3 districts surrounding them, so you have to plan ahead a direction of how to grow your city that suits what you want. - The ideal shape to grow a settlement is in the shape of a triangle or one that's 2 tiles in height and expands across. But try to strike a balance of leveling up your settlement while still grabbing the resource tile yields you want to use. - With that in mind. Ensure there's enough space to expand (dont settle on the very edge of a region). If there's an anomaly nearby always settle next to it even if it means to not settle for 1-2 turns to get there. - Luxury resources can be spent on various boosts in the Empire overview. - Factions are very asymmetrical. Some go as far as to take an element away from the game and amplify another (ie. one uses just 1 resource, one doesnt have research and has to buy/steal them, another only has one settlement that rapidly expands in size, another is automatically at war with everyone etc). The Wildrunners, Vaulters and Ardent Mages are the ones that function traditionally and are good to start with. - Speed up combat speed in the campaign options when you start the game. - Pretty straightforward research system, but you select a from a pool of techs and advance after you hit a certain number. It's almost always better to leave some research behind than to take everything in the 1st pool even though the 2nd pool of techs take longer. - There's some RPG mechanics in the game that let you 'design' a unit, but one major thing that people miss is that you can retrofit your old units with new gear to keep them up to speed provided you have the resources so you dont end up with redundant military units. - In combat, Initiative is who goes first in a turn. Attack actually means accuracy vs their Defense. Damage is exactly that. - There's some milestones in the research tree that give you something based on missions/accomplishments. Depending on your faction, some of them are actually impossible to squire over another. You can also get started on the ones that are in later eras early. - I think it's control+click or alt+click to queue a specific movement+attack order. Combat in this game is weird. Not exactly bad, but it's a good comprimise of balancing the stack of doom while not being tripped up on 1 unit per tile in the campaign map. - There's a FIDS system to play around with. It lets you optimize your play quite abit in getting things within certain turns at a specific order. - You'll be reminded in-game, but always keep tabs on your empire plan every now and then. Think ahead what you want and adjust that FIDS thing to ensure you gain the influence you need to get there when the time comes. - There's a faction quest and victory condition based on that. The writing in it is better than it has any right to be. But some of the missions themselves are intended to put you out of a factions' strategic comfort zone. But the rewards after completing each stage is often well worth progressing the early ones. - I dont know anything about the Pearls system that was added in an xpac i didnt play. Same goes with naval stuff. Edited by Red Panda, Nov 29 2016, 03:46 PM.
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| Moo | Dec 4 2016, 02:44 PM Post #4 |
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Level 8
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I just tried it but even on lowest settings it's too jittery. It works better when I set it to high performance in my graphics properties but my computer got extremely hot when I played it like that.
Edited by Moo, Dec 4 2016, 02:44 PM.
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| Red Panda | Dec 4 2016, 04:17 PM Post #5 |
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Jerbs and Groathe
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R I P. Someone needs a PC >:[ |
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| Moo | Dec 4 2016, 06:42 PM Post #6 |
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Level 8
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From the little bit I played (the tutorial) it's A LOT like Civilization, way more than I expected. I thought there would be a main campaign because you said it's more narrative driven but I assume you mean there are events within normal games that colour your own narrative.
Edited by Moo, Dec 4 2016, 06:44 PM.
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