I kinda miss dynasties too, sometimes it's fun to plan out your offspring... and see them become complete monsters (or completely useless), but the whole system in EWOM was pretty buggy as a whole, so I didn't mind too much when they disabled it. If I recall correctly it is just hidden, and can be reactivated... perhaps in a mod? Though, I have no idea if it's actually feasible anymore with all the changes.
Kalin
The problem with this is starting position. If you don't start with the right shards (for your picks), you end up pretty screwed. So you end up Ctrl+N even more than ever. Besides, the whole point of having cast time on spells is because they want people to be able to counterspell it. It just isn't quite there yet atm.
To be honest, I think the AI is doing a better job of protecting it's pioneers than me. Right now pioneers are so cheap for me, that I just pump them out, send them, and forget. I couldn't care less cares if they die. Heck, when my cities don't need to build anything important, I'd pump them out and disband them to move population to new cities. IMO, they definitely need to cost more, take longer to train, and have wages. Otherwise, putting guards on pioneers is a wast
I believe it means all your units either a ) have moved (no movement point left) or b ) are moving (has a move path). I don't think it takes cities into account, because sometimes you will intentionally leave cities not building anything to get certain effects (like bonus money or research).
I just tried this, putting an outpost and razing my own city (a crappy 2/3 one I just captured)... doesn't seem to work (playing as Kraxis)... I get some weird ZOC destruction instead (the outpost's ZOC isn't square like it's suppose to be, missing the city tiles). I'm thinking it's some weird bug. I only encountered it while playing Pariden, perhaps it's something to do with Arcane Monoliths? What are you playing as when you see it?
Because there's still a chasm like a mile deep, there's just no water in it anymore. XD
Humans can do it too, I've done it a couple of times, but it generally only happens when you run out of stuff to get in a particular path (so you'd be able to pick a path after getting all the stuff in your current one). Basically, it means I get to pick another path after like 30 or so levels. Of course, this is pretty much impossible with the current slow leveling. You can, however, recruit some heroes with multiple paths.
Regarding a EXP toggle, I don't mind this option, but you should also be aware that your sovereign level has a huge impact on faction prestige, which in turns affect overall empire growth. The latest changes (slowing down leveling) has resulted in also slowing down empire growth. I have a more indept explanation on that aspect here: https://forums.elementalgame.com/424125 So before adding this toggle, they'd also need to do
I've been seeing this even without outposts. I think they stealth patched it in and haven't said anything. Either that or it's some weird, but nice, bug. What seems to be happening is that cities, when razed, no longer leaves behind the city tile (which is what is destroying the base mats).
Slowing down sovereign leveling is also having a pretty dramatic impact on faction prestige, which is affecting overall empire growth. I have a more indept discussion of that here: https://forums.elementalgame.com/424125
If you go into the relation screen you'll see why Tarth declared war on you, but my guess is, you're just too weak, so everyone higher will dec you, seeing you as a target of opportunity. Kingdoms will have a bit more tolerance, but only to a certain point. Once you drop too low on might, everyone will jump you. I think you're spending way too much time building units, as a result, your infrastructure isn't quite up to par (that's part of the reason your might value is low
To clarify: the bottom big picture is the one currently taking turn, the one right above it is the next unit to move, and so on up the list. This is intended, though may need some further explanation because apparently, not everyone figures it out right away.
So that's how it happens... I saw the AI walking around with some city militia one game and thought it was some unit designer strangeness. Will toss this here: AI, seemingly scouting with city militias... \o0/
Let me get this right, you just played warlock and you found it fun, that's great news. But didn't you have fun when you first played FE too? It sounded liked you did. What's letting you down seems to be it's missing some replayability, not that there's some huge design thing that you are trying to blame in on. That's where all the faction differentiation that they are working on now comes in. Or put it another way, what's to say that a few weeks from now y
Yeah, Delin's battle is bugged, not sure if it's because they don't have the model for him, or just because his army is all messed up. Also, apparently when monsters attack you, you don't get their drop. I had the same thing with Vetrar, when he attacked me it says I got the drop, but no screen popped up on where to put it. Not like those do much anyways but sad nevertheless.
Just finished another 0.913 game, it went on for 375 seasons in total with Draginol (max?) score rating... but really, I had the game won by turn 150 or so. I just decided to go for the spell of making victory, so I didn't fight anyone. I repeat: DID. NOT. FIGHT. ANYONE. Didn't have to. Game settings: Large Map, Temperate, 4 other AIs at Challenging (Altar, Tarth, Kraxis, Magnar), Sparse Monster, Dense Magic and Resources, Fast tech pacing The idea was to have a lot of
I don't have a problem leveling governors... just stick some spearman with him and let them do all the work. He'll stand back and cast haste, slow, or heal. If it really needs a buff, then maybe add a maintenance reduction for units in his army, should do the trick.
I have to ask, do you guys actually counter spells? Right now, I just stab the caster and he dies... o0
The AI doesn't "wait" for you to hit turn to move. They move as soon as the turn starts, which means while you're reading messages they are probably done. The reason for this is probably due to battles. When AI units fight move and fight, it takes time to calculate the battle and resolution, then whatever else after those battles. Also, if you wait until the player moves (and hit turn), the AI would then need to take into account what you just did during your turn, and have to recalcu
There's definitely some odd quirks with it, but I think that Tarth outpost? woke it up and now it's beelining for a city past yours. I have no idea why it does this, I've always thought it should be territorial (and to be fair, a lot of times, it is), but sometimes it'll pick a target really far away and just goes there, ignoring everything else on the way. You could toss some units or outpost up in it's path, and it'll run it over, but it won't stop until it destr
Because the AI in this game moves during your turn (while you are moving), and they do it super fast (usually done way before you are). This allows them to make the turn process really quick. If they slow it down to show you, then it would take forever to process a turn.
Been messing with Pariden lately myself, and my custom sovereign is a warlock, with 2 air, 1 life, 1 earth. It's hard to level now, so the 2 air makes it simpler to get air 4, which is cloud walk, an amazing spell on large maps, where I usually play. The earth book to cast enchanted hammer on your city early (a huge difference in production). That allows you to pump out some units quicker and explore with those to make up for lack of summoning. Air also gives you aura of grace, and if you
Yeah, they definite do attack AI players, however they also show some odd favoritism for the human player as well. I'm talking about the letting AI players build cities next to their lair portion, of course (although that's probably a bug). Also, I'm starting to believe that the AI movement phase is making it hard for the monster to catch an AI army. I've been watching this AI pioneer that I've trapped with Arcane Monoliths dance around a Death Demon army for a good 10 tur
I think there's a bit of a misconception going around here, since there's effectively a couple of difficulty settings... "Easy" on the difficulty indicator does 2 things, it reduces the AI player's capabilities and if you go low enough give you a bit of a bonus. It doesn't do much with regards to the monsters. So if you are being pestered by monsters, then what you want to change is the rarity of the monsters in the game setting. Reduce the density down to sparse should help.
That just gives you the first level of spells. That doesn't help getting the good ones, in fact it'll make it impossible to get the good ones because now you have even less chance of getting the one you want on level up. It was useful before when you could level easier... now, not so much.