Hmm... I'm starting to think there's something more fundamental wrong with critical damage in this build (0.914). I just 1HKO Vetrar (494 HP) with a crit using this build: I double casted burning blade (1 on strategic and again in tactical), that would only get my attack to 38 in battle, the 3 cold
Kalin
Delin has been bugged for me for several versions now, someone said that sometimes he shows up, and sometimes he doesn't, probably 1 unit won't show (and it happens to be him a lot of times). I'm not sure why they don't just remove one of those Ignis from his army... not like those things are even doing anything at that point.
The beta dials home to get up-to-date files. So you need an internet connection to get them. But you don't NEED it. You can run the game using -localdataonly and you should be able to play (although it'll take a long time to load up trying to dial home and timing out). The game (as in the released version) won't have this.
If you go with path of the assassin, crits happens all the time (I have 30+ crit in my latest game). Even more chance? That's a bit much isn't it? I think crit damage should just be a multiplier on damage done (after armor is calculated) rather than a multiplier on attack (which is probably why it is doing so much damage).
Regarding some of your points: Starting points - while I agree that map generation leaves a lot to be desired, the spacing of the players has been fairly decent in my experience. I don't know how you are running into 2 factions on turn 10 unless that is a gross exaggeration. Play on large map if you want more room - I don't know why you are even complaining about medium maps when you can just up the map size... Scouts - those are there to explore, and yes they'll
Patch log for 0.915 mentioned that crit for assassins is giving 100% more damage than it is suppose to, so they have toned it down a bit, but I still think it needs a bit lowering. What I'd like to see is for crit to be considered AFTER armor instead of before armor. Right now, crit seems to just multiply attack, so even if you are heavily armored, it doesn't help too much (because attack multiplied becomes so much higher than your armor). If it instead multiply the resulting damage i
No, there isn't a boss for that wildland. What you have to do is destroy all the city close to it (the AI loves building their cities next to it), because as long as there are cities closeby, you can't build anything in there. Once all of those nearby cities are gone, a couple of spots inside the Imperium will turn into colonizable land, build a city on one of those, and the quest will go away.
The AI is putting Caravan into it's armies, thus creating a stack that moves 1 per turn: Tarth is sending their armies across my territory to fight Magnar, but the three armies in the middle of the screen all has a caravan in it, making them move at snail's pace (lagging far behind their main force. I was wondering why they were hav
I'm not sure about frozen bones, but regarding the various "slow" skills the op mentions... they are actually all different skills, so them stacking seems pretty natural. Of course if you got a bunch of water shards, just slow alone will cripple anything it affects, so does it really matter?
I'm not sure about your play style, but since I always take almhouses at lv3 for increased prestige and keep my empire growing, I usually have tons of influence to spare (there's only so many things that uses influence). I'm guessing influence cost would be related to city population, so taking bigger cities would cost more, but that is still super powerful. You basically take away their economic center, even if you can't defend it, just raze the thing... there's no way th
Would be cool if this was intentional, but I don't think it is: Not much more to add. Save: http://dl.dropbox.com/u/11827581/Floating%20River%20Source.zip (it's right next to my sovereign)
FE is essentially an improved version of Elemental. There are some features that has been cut, but it's mostly a good thing. So despite it still being in beta, you should just preorder FE instead of buying Elemental.
This is essentially what happens when you start a turn (I'm thinking this load is of an autosave, right?). When the turn starts, everyone moves. So it's not really a "load" problem, but rather a problem of when the auto saves happen. In other words, what you should be asking for is for the autosave to happen at the end of the previous turn (before you hit the turn button) rather than at the start of a new turn.
Regarding the point about loots: I'm not sure if they changed it in D3 (haven't bothered getting it), but in Diablo and Diablo 2 you tend to buy a lot of your equipment in the city until the very very end when you're farming for super gear to fit a build. That's because most of the stuff you find is wrong for your char class, and you end up selling it for gold and buying what you need instead. I remember repeatedly starting new games and poping by shops to see if they have a g
Wait wait... regarding that Broken Loyalty spell... does that mean they can take cities by spending influence, or does that mean they change the "created by" thing to remove militia and unrest penalties? Because if they can just take cities by spending influence... dear lord. Use it on enemy capitol... "I win" button?
It's a legacy thing, basically all of them are considered "one-handed cutting weapons", so they are listed together as if it makes no difference (which is sort of true before the weapon specialization update). The upgrade system just picks the one nearest to the right as the "latest" weapon, and upgrades into that. Since burning axe is unlocked with a sword (if I remember correctly - I never use it) that is listed to the right of it, it can never be upgraded to. There's also a couple
I think you just gave them the idea for a really stupid quest.
I have 64 bit, so yeah, I support it... but really, DLC for bigger worlds and more players? That's kinda sad isn't it? So basically, we're talking about a map generator DLCs now? Not so sure how I feel about that. I'll just hope it's more of the more unit type and "stuff" kind of DLC instead I guess.
Regarding the negative gildar rush thing (mostly done with pioneers >.>), the formula should be something like: (remain turn x 10) + N(remaining cost) So basically, remaining cost could be at zero (if you had really high production), but every remaining turn rushed would still cost you 10 gildar per turn.
If you play on hard/ridiculous, you'll see the AI field legions of champion geared (best armor) troops later on in the game (don't rush them early and give them a bit of a chance to build up). They will also use your troop design against you, so if you play all the faction and leave behind good unit design (with traits and good accessories), you'll see them being used against you later. The problem isn't really the gear they use or the design (although I agree that the base de
Smart player colors change all the color according to their relation to you. You will always be blue, those who are neutral are yellow, those at war are red, and I believe allies are green (not sure, I don't ally too often). It's generally not necessary, but comes in handy sometimes. For example, in one game, I had 2 Altar faction, one neutral and one at war, and it was pretty much impossible to tell which was which (same color and same faction name), so I had to turn on the option to
I feel the same way regarding militia... the number you get should be tied to the unrest level in the city rather than just a straight forward who found it. So if you are taxing your citizens to death, they might not want to fight for you, and the occupation penalties make cities you just take generate less militias.
Oh man... still more to add, huh? *looks at current list* I feel kind of sorry for those QA guys, heh.
It's always like that. The defenders are only there to make it a bit harder to kill them. It basically keeps them alive long enough to give you get a chance to recruit them.
Actually, I don't see ice and smiths to be contradictory. To be perfectly honest when I was looking at elemental affinities, Gilden going with Ice was almost as easy as Tarth (with their forest and swamps) going with poison, I didn't even think twice about it. There are certainly arguments for them to use either fire or earth, but it's really not all that unnatural for them to be using ice either. There are plenty of fantasy games where the "smith" race (often Dwarves), uses "runi