Here's a sample: Code: ############################################# # HIGH_MEN : Swordsmen : UNIT # ############################################# # Starting Stats # ------------------------------ # STR: 14 # INT: 10 # # DEX: 11 # WIS: 10 # # CON: 12 # CHA: 8 # ############################## # Spells # ------------------------- # No Spells # ############################## ############################################# # HIGH_MEN : Clerics : UNIT # ############################################# # Starting Stats # ------------------------------ # STR: 12 # INT: 10 # # DEX: 10 # WIS: 14 # # CON: 12 # CHA: 12 # ############################## # Spells # ------------------------- # BlessWeapon # TrueSight # Heal # DisruptUndead # Bless ############################## I'm still working out line length (it's a bit hard on the iPad ) along with the best order for stats. EDIT: Script updated and committed to the repo!
Yes! Summoning a random hero is definitely fun and useful (like expecting a badass and instead getting a +5 gold per turn noble wearing a barrel) but other times my army really needs a specific hero to lead the charge. Unfortunately, the caster heroes are so strong that I suspect that mages would be chosen the vast majority of the time.
re: Caster Heroes too strong re: Caster Heroes too strong Removing their AoE attack spells would do a lot to bring the Caster Heroes down a notch or two to more reasonable levels. On the other hand, I played a few games without Heroes, using high-end Caster units like Draconian Elementalists instead. These guys are even more deadly, because they come in numbers: a stack of 16 Elementalists kills just about everything without breaking a sweat.
Bit of a typo regarding the three planes unlocked on purchase. Other than that good review. I'm certainly enjoying myself, and really appreciate you hanging around @doomtrader!
First Impressions from a Newbie's perspective Noob to this style of game, and just started playing, but wanted to pass along my perspective on things as I discover them with Planar Conquest 1.1... Very playable on iPhone 6 Plus. The dev did a good job of sizing icons, etc... to be playable on a smaller device. The only issue I had was reading the in-game help (on my iPad, the type is 8 point and readable to me, and the type on the iPhone might be fine for younger eyes, but it's pretty small) If you are on twitter, follow the dev (@wstlinteractive); they put links to reviews, how-to-play, updates/submissions to Apple. ex. Feb 25, announced 1.2 patch was submitted to Apple; we know now that it will be available for download on March 7-ish, so we can do the math for future reference. An in-depth user manual is available here. My understanding that it will be improved over time with patch/update changes. @nullzone is awesome, using his strategy guide(s) to learn the game. I read through a lot of the posts here, the game bugs seem to be getting worked out by the dev as they are reported. The 1.2 patch is the second improvement to the game in just over a month, so I had no problem purchasing the game and the DLC expansions. The pricing model is FAIR given that you have a workable game and months of gameplay for $12, and all the additional worlds, characters, etc.. for $19 for those that really enjoy and want to max the content out. I know so many users have become used to free and $2 games, but personally don't have a problem supporting devs for quality games. Devices: iPhone 6 Plus, iPad Air 2
Agree, plays great on my 6+ Thabks for posting this! An in-depth user manual is available here. My understanding that it will be improved over time with patch/update changes. Again totally agree
I recently read pocket tactics review, and they said they played it on an iPad mini. It isn't supported but has anyone played this on an iPad mini (1st gen)? Also, how is it on an iPhone 6? I might pick this up tomorrow.
We officially do not support 1st generation of iPad mini. However we are receiving information that the game works from some people, but our tests shows that the game is not stable enough yet. That might change in future as we are still reducing the usage of memory.
Just playing a High Men game with Life Mastery. Early Life is pretty difficult, mostly because you don't have any good boosts aside from Tranquility. Good Harvest needs to be recast every 10 turns; which is quite an annoyance, as you don't have any indicator where the spell is still running. @doomtrader: For time-limited Town Enchantments like this (so far it's the only one I know, btw), can you add some icon? Ideally both on the overland map, and in the town overview screen. On to why I wanted to post about it in the first place: One of the enemy Sorcerers was located right at my doorstep, just a few turns away. Discovered him around turn 7, and switched into war mode. A second lucky hit gave me a Draconian town on the way to the Sorc. And a third had one Magic Spirit find an Elven Grey Mage in an Inn at the other side of the map. The Mage was enough to take over a town of the second Sorcerer, directly in front of his Capital. This kind of low-level warfare is hugely different from what I normally do (running around with large high-power army stacks). I really had to balance a lot more, see what I can optimise to squeeze in one more unit, think about what I can bring to a fight without exposing my towns too much, etc. Even the Neutrals are much more of a threat, with rather small garrisons in my towns. Normally, I skip the more expensive units, and use cheap fodder like the 1 Food upkeep Highmen Spearmen for garrisons. This time, everytime a Spearman died, I had to replace him with a Swordman (1 Gold, 1 Food), to keep up with the Neutral threat. And even skip Spearmen in the more contested towns completely, and go straight for Swordsmen with a Cleric for support. I didn't even have enough time without being pressured from all sides to build the infrastructure for Crossbowmen; not to mention that I couldn't afford them in large numbers: their 2 Gold 1 Food upkeep would have broken my economy completely. In those early stages, bringing a few Swordsmen instead of Spearmen, or having even one Highmen Cleric or Draconian Hunter in my army made a huge difference. Playing Life makes things a tad more difficult, because you can't just conjure up Slimes (or similar) to drown the enemy in mass summons. While it does require a good chunk more micro-management, I found this very interesting to play. Now I am pretty impatient to see the new AI changes, if they enforce more of this Life Spell "Circle of Protection" Oh, and the Life Spell "Circle of Protection" is pretty good: With its damage resistance boosts, dropping it on a unit makes the difference between life and death (or losing or taking a town) in such a low-level war. Definitely great bang for the buck.
So let the new round begin. We would really appreciate your feedback especially regarding the AI. How challenging the game is now. Of course every bug you will spot is also worth to mention. Personally I would also appreciate if you could rate the game on Appstore.
And update is live in Europe too, downloading. So, anything you people want to see against the new AI? If there are no special requests, I'll most likely go for an Unhallowed & Water Mastery game. Haven't played the deadboys in a good while, and never did a Water game before, so this should be interesting. Of course, Undead with Water are inspired by the Old Kingdom series.