KoAs are roaming, and don't respawn. That means they are always active and doesn't need to be waken, but once they die it's over. KoAs are pretty strong, but unlike other monsters, they can be SIGNIFICANTLY weakened once you start to hurt them (due to the multiple char per unit thing), if you do 23 damage to them, suddenly their attack drops by a third, and it becomes much more manageable. The easy way to do this is use fodder, summons, secondary hero, militia to take a co
Kalin
If negative food, population disappears the following turn. You see this quite often when you take away or destroy a farm (or the like). In a 4 prestige 2 city scenario, it'll be 2/0 growth.
I'm pretty sure it's: If you capture a city with a faction building, then destroy it (razing the building or the entire city), you can then build it again elsewhere even if you already have one. But you can't build the same building in the same city multiple times.
[quote who="Gammit10" reply="25" id="3160139"]An update for patch 0.914: The monster AI is fine, but the NPC AI is handing my ass to me (again, keep in mind I am very new to this genre). Just like in WoM, they are majorly out-playing me, even on Easy, and I don't know why. This past game, I played as Altar on easy, and I routinely play a kingdom on easy (yes, that is Altar, the RED kingdom with BLUE zones of control... seri
+ Fireballs casting time reduced from 2 to 1, but it will also damage friendly units in range + Units don't get additional movement from roads in enemy territory Holy ... ... ... *speechless* This patch better pass QA tomorrow.
Pretty sure it isn't the same bug. I see this one quite often, but never your case Deggial. I think this is a bug when the sovereign is changed into a hero... they just sink into the ground whenever you try to equip them with a mount. Reloading fixes it.
To be honest, I don't know why they don't just have spell damage scale with spell mastery... and spell resistance would reduce damage. Basically your magic damage would multiply by (spell mastery - spell resist/100). It would make both stats more useful.
Earth magic 1.
[quote who="jonmdewey"] * I have very little idea what trading for tech points really does. [/quote] It is suppose to apply to random techs in that tree, but this is sort of a new feature and isn't too well defined. Sometimes I see it working, sometime it doesn't seem like it actually does anything. It might be a problem due to trading for multiple type of tech points at once, I'm not entire sure, because I haven't tested this extensively. Most of the ti
I haven't had any problem with item selling price, my tax is nearly always at zero (unless I got prison/onyx thrones - rarely I'll go to low) and my economy still roll along just fine. It's really just a matter of perspective. What if it was the outrageous buying price that is what is ripping you off?
[quote who="Sarudak" reply="5" id="3158432"] Monsters don't need a FOW from another player. They should either see only what they themselves would be able to see. Or they should just not have restricted vision at all (gaia sees all)[/quote] I'm pretty sure that "seeing what they themselves would be able to see" is the entire problem. As in, you'd have to keep track of the vision of hundreds of different groups of monsters all over the map. As for seeing everyt
This is a suggestion to make the AI use/build things well... smarter... or at least, not stupidly. It'll probably contain some jargon that you'd only be familiar with if you dug into the xml files, so I'll apologize before hand if it doesn't make a lot of sense for those who don't. It all started with this thread: https://forums.elementalgame.com/425251 For those who don't want to read the thread: Ba
I wouldn't mind a couple of flavor techs like the early books, but that third book of the magi at the end of the magic tech tree ... I really don't think that should be random. It really depends on what the tech does.
The roads could still "work" in the sense that it'll make hills/forests into plains, so that you don't have the movement penalty associated with rough terrain. But if you let roads multiply movement, then you end up with armies that can ransack an entire empire in a turn.
I'm not sure why you'd want this... do the monsters actually live THAT long in your games? They sure don't in mine. They're usually extinct by midgame, let alone late. Even the wildland bosses go down pretty fast as it is. So I'm not really sure if it's really worth it to focus into these situations. Maybe if there were some super monsters spawned through special events halfway or late in games ... that might be something to consider.
Hah... I'm glad I'm not the only one who thinks that with window versions. There's been a running joke around here of late that MS has a tendency to overreach every other version and fails, then make up on the next iteration and succeed. According to those trends, Win8 is bound to fail... then they'll make it up with Win9. While Win7 64 is going to be the next XP.
Let me ask you this... why does your outpost exert influence on roads, but your cities can't? (What do you think those ZOC are? It's your city's influence). Where's that all mighty logic now? A lot of people already explained why you'd slow down in hostile territory... and yes, there are plenty of precedences. Half of the reason YOU just mentioned explains why you can't just drive around enemy territory like it was your own. Maybe the bridge ahead is out... oops? Where
I'm pretty sure they do. I've seen Vetrar demolish armies and earn a bunch of exp before... the problem is, even if he levels up, all he gets is like 4 more hp, a bit of accuracy/spell resist, etc... basically a bunch of stats that are fairly meaningless for him... As for the OP: I believe lairs upgrade and spawns stronger monsters as time passes... but monsters in general have a limit to their strength and doesn't become amazingly powerful even if you wait for decades. No
[quote who="Malsqueek" reply="7" id="3158116"] I find the two bolded lines to be somewhat at odds with one another. Frogboy made a post not too long ago about how Computer AI is inherently very good at Defense because that is how it needs to be programmed to be competetive, as it does not have the ingenuity that living beings do at assessing a spread of options and choosing unique combinations. As Froggy said. Humans are very good with "Sharp sticks". Slowing movement of units
Actually, this change doesn't help the AI at all, quite the opposite. While I'm in favor of something like this (I'd rather it be 4x speed in your territory, 2x in neutral, 1x in hostile), I don't think you can make this change overnight without putting other systems in place (so probably not any time soon). Let me try to explain: The current system (4x speeds) is a great boon for the aggressor, they get to pick what they attack with their movement and do so before any
It's quite possible, in the past (in EWOM), we could add factions (or mod them) to have desert/snow/etc terrain as their defaults. However. if I recall correctly (been a while), they made it so that you only get territory bonuses on Kingdom (grass) and Empire (dark grass) terrains, and most of those modded factions got shafted as a result.
Unfortunately, I don't think the AI actually knows what "curse" does. All it really knows is that it has a skill (perhaps of a certain type - in this case, debuff), with a certain priority attached to it. So if the opportunity presents itself, it'll use it (or uses the highest priority one). This is done because they want skills to be moddable. So you could add new skills with all kind of silly effects, and you'd still be able to get the AI to use it, despite having no real idea o
No offense, but it just sounds to me like you need some more time with the game before complaining about various aspects of it. It almost sounds like you're talking about another game because the normal AI couldn't put up a challenge if I was sleep walking. But let me address a couple of your points: 1. The AI build lots of troops, and will change their tax accordingly to get funds (check the AI cities, sometimes you'll see it at 98% unrest for this reason). You can do thi
The game does allow it (you see it quite often when attacking large cities when militias come into play)... not sure why it's messing up, but yeah, the easiest thing to do is just throw out an Ignis or two.
And just to follow up... how do you beat Tarth's Caravan armies? Magnar ups the ante: Why, of course, TWO caravans! Genius.