8/13/2023 0 Comments Age of wonders planetfall modsThis might make it impossible to rush an enemy AI early (I didn't test this because I generally don't play that aggressive). It is intended that you can only sustain a small number of units in the beginning. Thanks for the mod again, it is really great, so many things are changed and the amount of work is crazy indeed. I am Amazon who have penalties for mountains/fertile plains, that means low energy income also. Have you tried a game with leaving vanilla colonizer costs, which problems did it cause? Of course I am building another colonizer despite I still haven't found any sectors with cosmite. I got 2 units to veteran rank, built 1 core unit, bought 4 NPC tier 1 units, obtained some reward units from quests and my income is -15 with 2 colonies. I mean I can't have just a few colonies and rely on NPC units because they will not have any mods, I can't rely on faction units either because they have 1 mod and thus don't have a chance against double number of AI units (there is no much room for synergy). Their mods don't rely on tags like biological/mechanical, they don't lose out on any weapon tech synergies, their healing unit has the heal on a cooldown instead of once per battle AND it extracts units out of dangerous situations, and their doomsday weapon gives you energy.Click to expand.I am on turn 14 in my game and I think the idea to reduce number of colonies contradicts to increased energy upkeep for evolved units and increased mod cost for NPC. I honestly really like voidtech with anything though. Amazons don't have cheap regen mods like kirko do, but I don't think it'll be necessary, and the voidtech grenade mod should be a great substitute because you get double grenades with the clone. The amazon unit has a hard hitting but non repeating attack with the flanker trait, perfect for my current playstyle. My next playthrough might be amazon voidtech because they get a unique voidtech melee unit that looks like it'll fit right into my current use of the unit where I run up to a unit, spawn a clone on the other side, attack with the flanking one of the two, then attack with the other. The voidtech melee unit is very fun, and the quantum avatar mod is crazy good in combination with kirko swarm shielding and AOE smoke (It's also just crazy good in general because it interrupts repeating attacks and prevents melee units from keeping overwatch on you). I'm in the middle of kirko voidtech and having a blast. I'll post more when I get around to it but I'm working the campaign atm. But I've been informed from others that they are absolutely amazing with Syndicate, which makes sense really. Also the support unit can reset cooldowns to further amplify Overseers, which is neat if you wanna mix it up.įull disclosure, I haven't tried Psynumbra yet. Alternating between aegis protocol and the healing one makes them insanely dangerous. Synthesis is just another fantastic force amplifier since Indentured are all about stacking as many positive modifiers as you possibly can. Even ignoring that, since Indentured tend to form firing lines and go to town, having abduct to pull people out of cover helps, and even more awesome is having ANOTHER heal for your t1 doomstacks. And the void tier 2 flyer has some interesting synergies for a stealth strat. Void lets units walk through walls which is great for Enforcers and melee heroes. I haven't tried Promethean or Celestial with them. Xenoplague is okay, but when they evolve their mods fall off so you can't really spam collars on them. Syndicate are excellent with Void, Synthesis, and Psynumbra.
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