ManiiNames

ManiiNames

Joined Last seen Member # 2406907
10 Posts 99 Replies 3,012 Reputation

I find it interesting the choices people make. My first hero is always turned into a commander, same as everyone else. But this is where we diverge - I set this early commander up with my original sovereign stack and get them some exp, but I do not pursue the offensive lines. I get roadbuilding (duh!) but then I go for unrest reduction and research bonuses. I have found that a hero kicking out +6 research in the very early game is an extreme boost to my overall effecti

58 Replies 240,196 Views

[quote who="Murteas" reply="168" id="3415556"]Just have to pop back in to say - Excellent mod changes. I love it! I just wish I could make a shadow/beast mage from the beginning. Abob, you've really done something excellent here. Definitely has reached "can't play without it stage". [/quote] When designing a sovereign and selecting spell schools, just scroll down a little. The new schools are there.

349 Replies 1,270,328 Views

Three essence: I like to make my first 3-essence site into a Fortress, taking the +2 Init bonus @ L3. If I get a second, it also becomes a Fortress, choosing the +1 HP Bonus @ L3. I will then make ranged / high DPS troops in the first one, and melee blockers in the second. After that, if I find any more 3-essence sites they become Conclaves. Two Essence: Conclaves by default, I will also create Fortresses here if I don’t have a 3-essence site.

8 Replies 9,497 Views

My favorite Fortress llc is a 3/3/3 or equivalent, I REALLY value the essence unit enhancements in my fortress. Especially the +INT/Essence one. Back to the original topic of unrest, I typically play on Large maps and I just manage it given the tools in-game. Seems to work fine, even if the peasants are restless. On a huge map with 30 cities I could see it being more of an issue.

61 Replies 175,662 Views

The problem with something that doesn't fire until the next turn is that circumstances can change. Just as an example, your aiming unit can get killed or so heavily damaged that doing 50% bonus damage just doesn't matter. For a one turn delay it has to be pretty awesome.

7 Replies 3,386 Views

Giving your mod a shot, I have high hopes! Ridiculous is too easy for me, but if I set all enemies to insane then it's too much of an imbalance. My normal pattern is about half of the enemies set to insane, but that is still pretty extreme sometimes.

32 Replies 37,535 Views

I noticed that the population requirements for cities has been modified. 120 for L3, etc. Not listed in changelog. Also noticed that the population meter shown in the main screen UI no longer has a shaded section denoting how far your population can grow. You can still see the shaded section in the City Details screen.

229 Replies 647,934 Views

On rare occasions I have used the city enchantment to boost my pool enough to get some specific summon out on the board. I have also invested time into the +pool traits, but only after I have already bought almost everything else I am interested in. So in answer to your question: No I do not think the summoning pool is restrictive enough.

349 Replies 1,270,328 Views

Hmm. Well the test I did was: Save just before a battle Attack w a stack containing both heroes - exp yield was 10 Reload Save Attack w a stack containing one hero - exp yield was 20 That told me pretty definitively that exp was still being split. I'll experiment some more.

75 Replies 79,237 Views