[quote who="Glowing_Ember" reply="1" id="3153312"] I noticed his as well and it was pounding me so hard i had to counter it with charge. I decided to go with charging spearmen over hammer and shield to keep my initiative up. Can't wait to see if the ai will react quickly with new units. edit: to be specific i played magnar for the first time. I was aware of the cold weakness but didnt think too much about it. Then Tarth declares war on me and starts
Kalin
Procipinee is pretty easy to play... arcane monolith alone should be enough to dominate, but if you really must have fire early, get a fire hero at start (ctrl+N for it) and steal their soul. Otherwise, research the books and buy it.
I'm a little more concerned about the NUMBER of votes since friday... even if it's only people who are in the beta voting, it still seems a bit on the low side?
Drain Life only heals the caster... Heal heals other units... In fact, later down the life path, you get Wellspring, which heals EVERYONE, for way more than Heal in fact. I can't believe we're discussing heal when wellspring is in the same game.
Regarding the summons... while they do start at the same cost, you can reduce tactical spell cost quite a bit with a combination of items/enchantment/traits. So it's really not that big of a deal except right at the beginning.
To be fair, even when they do work, it does 4 piercing damage... so even if you don't have much armor it almost always does 1 damage. It's kind of pointless if you ask me. You could have just picked up a random rock and throw it for that much.
It is also not programed to "win" the game, but to play it and give you a challenge while you try to win. The only time it would win, is by killing you. So if you are turtling in a fortress that they simply can't break through, then they just can't win. Also, keep in mind that the normal AI is also a bit crippled because a lot of people complain that the easier modes are too hard, so Brad had to tone them down (although I think they were mainly complaining about monsters being too har
I'm pretty sure that's what happens when they get negative mana. As in, they have a bunch of enchantments, but their shards gets razed by either a monster or other AI, and their mana got drained into negative values. Since the game doesn't keep track of it, it shows up as odd numbers (usually -2 billion, not sure why it's 600m in this case). Right now, I don't think there's any mechanic to remove those unmaintainable enchantments. So in a sense, it is affecting gamepla
Here's a list of spells that you currently get going down each path (and my comments on them), gotten from data file digging: Air 1: Evade (has been nerfed hard, but still okay to use on core units/champions) Haste (great buff) Air 2: Aura of Grace (great city enchantment - units with more initiative is bad? come on...) Guardian Wind (too situational, and archers aren't that powerful
Since the patch seems to highlight Resoln by adding some spider units to their repertoire, I took them out for a spin (they are quite frankly, my least favorite faction due to their blood "ailment"). Game settings: Large Random Map, Temperate, 6 other AIs at Challenging (Altar, Gilden, Tarth, Kraxis, Magnar, Yithril), Dense Monster, Dense Magic, Dense Resources, and Fast tech pacing This is pretty much my basic game setup, with 3 kingdoms and 3 empires (Pariden seems to fail t
The 2 I use the most: Tab - next unit with movement Enter - next turn
I don't particularly like or hate it, but I'm pretty sure it will cause the AI a lot of headache, if not to fail completely with spell casting. The reason is fairly simple, the player basically knows the important battles, and when he needs that maximum shard count, so he'll save his shard count for that battle or spell. The AI? I don't think it will be able to do the same. It'll use it as necessary, and then, when that huge battle finally comes, all it's shard power i
Dear lord, no armor? I sure hope there's more to that change to counter balance it than just those spiders. While the first one has some small use, the others are no where near up to par (the 2nd fails horribly compared to a group of spearmens and the last you'll never get due to its location on the tech tree). Not to mention, the mana cost, there's just no way you can field an army of those things.
Look around the Imperium's edge, check to see if there are any cities built right on the border, destroy those. That'll reveal a couple of spots inside the "city" that you can then settle, once you do, the green will dissapate. It's a problem due to distance between cities and how the AI loves to build cities on those crappy 2/3 spots at the edge of the wildlands.
If you're slow on grabbing those heroes at the start, the AI will either grab it, or kill them.
To be fair, Dirge of Ceresa is just a bit of an upgrade on a spell called Contagion, which itself is also very powerful. Dirge just adds a front side damage, where as Contagion is all overtime... at the cost of some more mana to cast. To be honest, I think they just need some more resistances on common races. Give everyone say 50 point of res, and spread it around the 4 elements (more if they have negatives res). Some might be really resistant to poison, some might be to ice, some to fire, et
Wow... so much raging going on. No offense, but maybe you're the one needing that beer... A lot of those changes you list seems like a pretty reasonable thing. Perhaps you're not SUPPOSE to be able to kill panthers right off the bat. Maybe they want you to get some ARMORS first. Or maybe you're not suppose to be building your cities so close to troll camps that they'll start chasing you at turn 11. You pick fight with things you can take on, avoid things you can't.
Yeah, the first spider you can build right from the start. It makes early defense pretty easy... since they don't cost any maint as far as I can tell.
It probably means they will pick the tile with the best output within their sight range. As in, they'll move 1-2 tiles and settle on a 4/4 instead of a 4/3. From what I've seen so far, the pioneers are doing pretty well... unfortunately, I don't think this applies to the sovereigns when they first build a city, and they still build it where they first start (not ideal). As for the OP, yes, yes they still are.
I play with the world on temperate, so I never have this problem... it's actually quite the opposite. It's just that all the nice spot are guarded by monsters you don't want to mess with early on.
Not that I'm not willing to pay $1 to support the devs and keep my game up to date, but since I believe the intent of the question is to ask if I was genuinely interested in multiplayer, I voted no... because I just don't foresee myself ever playing it like that. Now, if that question was more modding option/support... I'd be willing to pay $10... or more. That's what attracted me to EWOM in the first place.
lol @ Derek Just to add, if you want to maul, you have to get Berserk weapons (Berserk Axe, Berserk Swords). Those are only available for heroes, of course.
I get it, it's actually quite easy to replicate. Just be strong enough to force people to surrender, you'll find a collection of leather greaves to sell away on those broken spirited sovereign. I'm pretty sure it's a bug with the AI's armor buying... as in, they are trying to equip their heroes with armor, but all they ever buy is leather greaves. It's the only way that they could get THAT many.
I saw the sleep option, but if you're at peace with people, apparently they are enemies, or after you wake them up you can't sleep them... or maybe your units are seeing enemies from beyond the portals to other worlds... I'm not sure what it is, but it no longer appears for a vast majority of my units who are just sitting around in my territory (due to stupid quest spawning mobs). That's why I said there's something wrong with it. As for hotkeys, yes, that would be
I'm not sure I buy this notion that Warlock is polished. I know it's very stable (I've been playing it for a couple of days while waiting for the patch and it hasn't crashed), and that it's free of glaring bugs, but there's tons of things I wish it was more polished on. For example, playing on really large maps, eventually you'll run into a problem where all your cities you build will be named the same (there's only so many names in the list, and the last name