[quote who="nDervish" reply="1" id="3302151"] quoting postIMO, death magic needs a "cloud walk" equivalent. Why? Cloud Walk is an Air spell and any mage can take Air Magic regardless of their Kingdom/Empire (Life/Death) allegiance.[/quote] So you can play a "pure" death magic sovereign.
Borg999
Right now you have to select a unit, find the city you want the unit to go to, and select it. It would be far easier to be able to have a "go to city" unit option. (as well as a "go to stack" order...when for example, I want a newly trained unit to join my sovereign's stack) On a small map it's not a big deal, but on a large map with a vast empire, this can be a pain. On an another note...I've notice that sometimes when I choose a long path for a unit to fo
If the reward isn't worth the effort, I pass it up.
[quote who="TMPhoenix" reply="3" id="3300681"]Well that's not really a solution, more a workaround. You have to realize the wildlands are no longer visible after they have turned so you just have to probe a little to find a suitable target location. Of course that's what I do now.[/quote] I attempted a cloudwalk into wildlands last night. I got a message saying that I could only do it within my own territory. So I believe it's working as designed..
[quote who="Rhavas" reply="1" id="3300410"]You can use the raise earth spell to build a land bridge to them.[/quote] Aha! Thanks.
So in my current game, when I look off the coast, I see an island with treasure. I understand that one of the custom maps in the DLC allows sea travel, but I don't have the map pack yet.
I think the best solution is to cloudwalk one tile just outside the wildlands.
[quote who="NorsemanViking" reply="3" id="3299213"]Sounds like rational behaviour by the AI to me. He takes the chance of war when you are occupied in another war, instead of waiting until you get even stronger. He isnt so interested in just sitting on his back waiting to be annexed it seems....[/quote] Interesting perspective. I guess the limited diplo options make war his only choice.
??? I'm pretty sure that the AI looks at the power ratings.
[quote who="Droghar" reply="15" id="3298891"] Can I suggest that prior to adding new weapons, a bit of a clean-up of existing weapons takes places? Currently rarity / cost and effectiveness aren't well matched in a lot of cases. I'm afg and can't find a reference, but there are many times that a more expensive item is completely inferior to a cheaper one. The biggest example is how powerful the lightning hammer is compared to other bashing weapons when used by your
In my current game, I was at war with one faction, and had trade and economic treaties with another. It was early in the game and my power rating was about 120 vs. the two AI's whose ratings were around 30. Out of the blue the AI that I had treaties with declared war on me. I never acted aggressively toward it, so it was obvious the first faction bribed the second faction to declare war. I thought the AI played to win, which includes survival. You can't win if you are
[e digicons]k1[/e] I would like this too. In addition, being able to save and view a "stats card" of the Sovereign of each successful game would be nice as well.
If we are going to add sea functionality, how about flying battles (e.g. magic carpets, flying dragons, etc.) At least with a magic carpet,, there wouldn't be any negative terrain movement modifiers. [e digicons]:grin:[/e]
[quote who="Sentinemodo" reply="1" id="3298476"] I'd go ahead with giving and equipping all champions/sovereigns FOR FREE the best armor/weapon/mount/equipment available for them automatically the moment they get new tech on above challenging difficulty. Nobody is going to notice the gildars costs anyway. [/quote] I disagree with this. Auto upgrading without cost IMO 1. Limits options 2. Makes things too easy.
More content including monsters, magic items, and quest that can be used in sandbox mode, not just with a specific map. Also, is it me, or are there almost no cold-based monsters? Tons of fire-based ones... When my sovereign gained a level during one game, I had the option to choose 50% cold resistance. I passed it up, because I can't remember the last time I encoutered an ice elemental or any thing else with cold based abilities.
Ok, thanks guys.
Thanks. how do I do that? Do I just make a copy of the autosave file at the time the issue occures and send the whole thing to SD?
Thanks for this! Quick question. is it possible to "roll back" to a 1.1 if I encounter issues with 1.12? (Via Steam?)
On my last game the AI built two "world wonders" in a single turn. I believe the AI was able to insta-build in earlier versions when it was under attack. When this incident occured, I was just passing through the AI's land, and was not at war with it. On a seperate issue, the AI's power rating jumped about 60 points in a single turn.
Do the changes to the Juggs prevent/minimize jugg spamming?
The problem with a blanket amount is that it is human nature to judge the value of the amount spent vs. content received. It will almost certainly result in a segment of the customer base feeling short changed.
Thanks!
[quote who="Kalin" reply="1" id="3293166"]They do, they gain 50% of the exp heroes do though, so they level up a bit slower. [/quote] Thanks Kalin! Another question. The number that is under the basic units icon (city view) - is that the unit's level, or does it correspond to the unit's size (e.g. group, company, etc)
[quote who="crimsongekko" reply="6" id="3293057"]that's survival of the luckiest, not fittest [/quote] One man's luck is another man's skill... [e digicons]:grin:[/e]
I seem to remember reading somewhere that basic units (not soveriens, heros or henchmen) don't level up. Yet in some recent threads, it seems like people are saying they do. So do they or don't they? Thanks!