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Comment History
Mid_Knight
Mid_Knight - - 10 comments @ SpellForce Reimagined

Would you consider changing the model of the skeleton unit created by the raise dead spell? Maybe even making them look a little more impressive depending on the level of the created unit, since it scales off the level of the corpse?

They're great little minions but made underwhelming by being boney unarmed midgets. I get a little jealous of the endless variety of undead in the AI's ranks.

Good karma+1 vote
Mid_Knight
Mid_Knight - - 10 comments @ Empire at War Expanded: Thrawn's Revenge

Appreciate the response, I had no idea about that. So then if I want her as a hero I need to play a narrative campaign that occurs within Era 2? Or is she not implemented yet? And why was Pestage still hanging around past week 60? The Maldrood hero section of the manual makes it sound like Tavira and Pellaeon are event-based heroes.
Sorry for the many questions.

Good karma+1 vote
Mid_Knight
Mid_Knight - - 10 comments @ Empire at War Expanded: Thrawn's Revenge

Is Era progression not fully implemented for the Greater Maldrood? I want Leonia to show up so I can recruit pirate units, but the era didn't change at week 60. At week 75 I blitzed Coruscant and killed Pesage. Isaard showed up in the space above Coruscant for a moment and disappeared. It's week 80 currently in my game.

Good karma+1 vote
Mid_Knight
Mid_Knight - - 10 comments @ Call of Warhammer: Beginning of The End Times

Are Tzeentch Horrors going to be changed at all by the patch? They feel really unresponsive and clunky currently, not to mention that almost straight firing arcs for infantry don't really jive with the rest of the Chaos roster.

Good karma+1 vote
Mid_Knight
Mid_Knight - - 10 comments @ Call of Warhammer: Beginning of The End Times

Playing Tomb Kings, almost all of my generals are Poor Traders. They seem to only get positive traits from victory in battle.

Good karma+2 votes
Mid_Knight
Mid_Knight - - 10 comments @ tomb guard with halberd

That's the way GW always portrayed them in art and the miniatures. They use them more like spears.

Good karma+1 vote
Mid_Knight
Mid_Knight - - 10 comments @ Republic at War

That sounds great. My concern then is that since the AI doesn't care about cost, they will build one on every planet they can. So I'd like to suggest that stealth-fleet heroes should be able to see the ground-building details of enemy planets they are orbiting. That would also help when planning commando raids.

Good karma+4 votes
Mid_Knight
Mid_Knight - - 10 comments @ Republic at War

Does the hyper-velocity gun function as intended? It seems really overpowered as it is right now; one-shotting any and all capital ships with an atrociously short cool down. I would remove it altogether if I could, because it makes assaulting planets frustratingly costly and defending planets laughably easy. I can't tell where they are already installed on a planet either, because there's no analogue to the Empire scout-drone, so all I can do is pray there isn't one or let 2-3 of my best ships get blown out of orbit before retreating.

Good karma+2 votes
Mid_Knight
Mid_Knight - - 10 comments @ [OUT OF DATE] Patch 1.01

Wonderful, I was putting off playing the Vampire Counts because of that zombie problem.

Good karma+1 vote
Mid_Knight
Mid_Knight - - 10 comments @ [OUT OF DATE] Patch 1.01

So what problems do this patch fix? I'm trying to see if it is worth to abandon my save.

Good karma+2 votes