Yeah, the current leveling is a bit too rough. It was a bit too easy before, but now it feels like it's impossible to get past level 12 or so... which means you aren't going to get those spells unless you only pick one path and get really lucky or something. They probably needs to ease off on it a bit. Right now the only way to get high spell level seems to be at char creation, put all your points into spell books.
Kalin
They pretty much always do this, your territory isn't considered sacred. If you want to block a pass, use some units.
I've posted about this before in my review of .912, and it's happening again in 0.913. The AI has cities with 0 grain and 0 material, which only serves to drain their faction prestige. This time, it's a Tarth city, apparently a captured one from... Resoln? (not too sure). Maybe it's a bug in AI trying to raze each other cities? Just a stab in the dark. The city is Caronsfell, right next to Procipinee in the save. Screen: <a href="http://i107.photobucket.com/alb
Not sure if I should reply, but oh well... Tactical battle isn't the core mechanic. Stardock has never been known for this, and if you've played their other games, you'll notice that they tend to skip it entirely (see GC2, it's just some battle animation). Tactical battle is an addon function (abeited a much requested one) to an empire building game. So unfortunately, all your assumptions to make the game great just went out the window. A lot of the things you think ar
The Storm Dragon camp is in one of the wildlands, the scar or something I forgot what it's called exactly, it was filled with elementals and had ton of shards (and the storm dragon was the "boss"). I was able to get it one game, but it takes absolutely forever to do so (doesn't help that the research for it is at the end of the civic tree). I suspect that the Fel Dragon may be in a similar position, though I've never seen it. Also, I'm pretty sure Kingdom can't bui
While the idea may seem nice, I fear that this would be a huge imbalance for the players if it gets implemented. That's because players tend to keep their units alive way better than the AI does. As a result, you'd get super powerful stack of troops (high leveled) if you let them upgrade everything. Worse yet, the player would only build a couple of troops and pretty much never need to build more. As it is right now, you want some squads to help exploration in early game, then
I usually get this for the 1st hero I recruit, who I shelf after the exploration phase, and recruit a better one to lead my armies. Even better if I can get merchant on them.
[quote quoting="post"] 1. General feedback on if you felt the monsters were a threat (were they to strong, to weak, or about right). 2. General feedback on if you felt the AI players were a threat (were they to strong, to weak, or about right). 3. What difficulty did you play on? 4. What faction/sovereign did you play (if you made a custom sovereigns, what traits did you pick)? 5. If you think the AI was to easy, what did you do to
It's because your accuracy isn't high. Hit = attacker's accuracy - defender's dodge. The dog won't be able to dodge if you have 100 acc, but only really high level units get that now.
To be fair, you're using a cheat to see everything, so you know the dangers before you go and all the stuff that's out there, there's no need to explore or keep close to your city to defend. As a result, you can't possible compare your progress to theirs. Take for example, outpost placement, if he doesn't see the other resource, then he's not going to be able to tell where that "optimal" spot would be. That isn't to say that they can't improve, like avoiding fi
[quote who="CariElf" reply="10" id="3142095"]There are spells that revive the land, they're called Birth Of Summer (Kingdom) and Bloom of Twilight (Fallen). They're level 5 Earth spells.[/quote] I just had to try this out, so I loaded up a save where I was trying to win with spell of making that I had this random tech (it's the absolute LAST tech of the magic tree - takes like 400 seasons to get)... and... it doesn't work on city tiles (which is wh
Looks like dodge is really getting the nerf bat this time around, heh. Oh well, looking forward to testing it out.
Regarding the HP per level change... I think there needs to be two different ones, one for heroes (keep at 4 per level) and one for units (lower it to 2 per level), then raise the base HP of units slightly (5-10 HP more). The reason is, while units get super tanky when leveled (because you can have multiple of them in a stack), heroes aren't nearly so hearty, and gets assassinated too quickly if you drop their HP too low.
Meh, empire wide unrest reduction is pretty easy to get. Last game I had -70 empire wide unrest reduction from onyx throne and 4 prisons, as long as I don't crank my tax to max, the unrest penalty barely even does anything.
The tech tree right now is more of a "what do I get first" thing instead of a "what goes with my strategy" thing. You basically want all parts of it, civ tech to grow infrastructure, warfare for troops, and magic for... well, for tireless march if nothing else (although I like the lightning spear a lot). The question is, what should you try to go for first... some people might want balance due to cost, for me, I grab the basic spearmen tech and then go heavy into civ first because that makes
Um... you can hold an endless amount of items and it won't count to your encumbrance. Only the items that you EQUIP counts. I should know, my sovereign runs around with an armory that could arm a couple of armies.
I'm glad to hear it helped, I'll keep a close eye on the 0/0 cities to see if I can find any other examples. It's definitely not something you run into everyday though.
I've noticed after a few games that Hard AIs have massive crystal reserves compared to other resources. I don't mean a bit of a bonus (as they should be getting at that setting), I mean absolutely impossible to get amounts. I would take over all their cities/resources and only notice 4-5 crags and they would have several thousands crystals from it (2-3 times what I have in reserve and I have way more crags - neither of us at the point of actually spending tons of crystals on troops).
I think Festival gives +3 when you are building, and +4 when not building. Yeah, the numbers are off.
[quote who="Gammit10" reply="18" id="3142869"] You completely missed the point. I doubt the pioneers in the OP did not move because of strategy. I doubt the OP could not walk through friendly territory because of the intended game mechanics. I know there was little more I could do in my scenario. The issue, IMO, is indeed in world generation. After tens of turns, simply saying "oh well" and hitting ctrl+N is not a viable option if you want the cust
It would rock... the first time you face it... then you start sending in fodder to waste all of its mana before your real army arrives... and then it's right back to normal again. The 2 biggest thing in my mind that needs to be changed: 1) Roads, the bonus to movement effect shouldn't apply unless it's on your territory, heck, improve the bonus inside your territory. This prevents you from rushing a city before they can even react, while allowing the
I don't think there's a need to do anything so complicated, just put a 1 gildar maintenance per season on each outpost. Because people = tax = gildar, you basically just did the same thing.
You can see their mana on the foreign relation screen. Sometimes, not only do they run out of mana, they will also get negative mana (too many enchantments, then their shards get razed). They don't seem to stock mana for emergency well in my experience, so razing their shards cripple their spell casting abilities. Also, the reason you see 2 stoneskin is because there's two spells, one strategic (with a maintenance) and one tactical (without the maint).
No offense, but to me that seems to be a problem with world generation than it is one of game mechanics. Everyone knows that the map generator isn't perfect, that's why they have ctrl+N. I suppose you could argue that you might want to pick earth magic just in case of something like that, but I would just restart if that were the case. The whole issue here isn't the fairness in map generation, but that he wants to be able to walk through everything that isn't hostile,
I also had this, and explained it in detail (including a save for it) in my review thread: https://forums.elementalgame.com/423451 [quote quoting="post"] 3) Abeix's tactical battle is bugged if you fight him manually. It seems he spawns in an unreachable tile on the map, so when his turn to move comes, the battle just stops and wait for him... forever. You can hit auto resolve and it'll resolve. Save: