blinkicide

blinkicide

Joined Member # 2900021
0 Posts 1 Replies 357 Reputation

This may help: Last night, I had a full garrison - 9 units, yet my army only holds 6. So I picked 6 units, and told them to attack the enemy which was adjacent to a city. I picked a wrong unit and canceled combat, and noticed that the 6 I selected were standing on top of the city, the other 3 were still inside of it. Even though they were both in the city, they were standing as if in different spots. I couldn't select the unit I wanted in

14 Replies 11,462 Views

Heh, love reading all the bonuses the AI is putting on its units. Double blood lust is its favorite. A lot of the traits, I'm like where do I get those for my units??? Its not even an option! I'd love to see the AI play smarter. Like if my main army ventures into enemy territory, I'd like to see the AI start casting chain tremors on it, while it takes its armies (cause he's the AI, and has like 10 of them) to go destroy my civiliz

1 Replies 4,864 Views

Got a defender armored sentinel. Was not impressed. Here's my feedback, bug portion underlined: 1- The Sentinel does not buff the caster. You will see +10 defense over the caster's head if he's in range of the casting effect, but as soon as the first other unit acts (e.g. enemy) the effect is removed -10. Probably a bug, causing the caster to lose it at the end of his current turn, rather than begin

0 Replies 1,910 Views

I was wondering why my neighbors suddenly stopped respecting my boarders and I couldn't kick them out or even declare war on them. This makes sense, cause I remember looking at our agreements and seeing I was paying tribute. On a related note....the AI demands tribute or payments a lot while at WAR but doing so does not end the war. He has to offer peace treaty first it seems....

11 Replies 10,722 Views

[quote]5) v0.8 is more stable than 0.75 - thank you. Still has problems though.[/quote] I should say that I have noticed a marked improvement in stability. I got hard crashes a lot in .75, like very few turns in late game. Now its much rarer. I still reset for other reasons (graphics not displaying properly for example)

2 Replies 6,396 Views

I really don't think spell of making should be a tech race divorced from combat / map control -- that's what makes it so uncompetitive now. It currently can be completed by a faction long before you've made any contact with them. And well before you can send your armies to the other side of a gigantic map. Map presence at least ensure the the ability of the player to be attacked on multiple fronts. If its moved to late game tech, do you really want 5-10 f

27 Replies 23,805 Views

Not sure I see the problem with its removal. As I understood it, basically encumbrance was just cut off points for effecting initiative. Items that raised encumbrance, were effectively just "plus" initiative items . Now each armor piece directly effects initiative. Items that would have let you carry more, now raise initiative (and the few that got "broke" like strength/muscle I assume will get fixed soon enough). &nbs

40 Replies 58,561 Views

Some thoughts on how to make spell of making more competitive: 1. Require player casting it to have at least 50% of the shards on the map, or allied with factions, giving his alliance that amount. If that seems too high, put in a lower shard percentage. Casting spell of making imo, should at least force you to not be turtled in 2-3 cities. 2. Each tower must be built in a separate city, and each tower will have a corresponding shard requirement (life /de

27 Replies 23,805 Views

[quote who="SBFMadDjinn" reply="42" id="3346432"]Keeping in mind that not every single weapon type needs to work vs. mounted and vice versa. I'd be ok if spears are the pro anti-mounted units while maces are the pro anti-infantry units. Swords get counter attacks (vs. anything but spears and special attacks) and axes get splash/multi-target hits.[/quote] I admit spears are more "anti cavalry in a realistic sense. But spears got so many bonuses already

54 Replies 236,042 Views

Mounts need some downside, so that you want a mix of units. Classically infantry holds the line, and calvary charges. I'd think that's a good basis for how the units roles should be defined. I would try to do stuff like the following: - make infantry the only units able to have "guarded" status. The theory being mounted units do not actively defend or hold the line. Calvary stays out of combat with superior speed if they don&#3

54 Replies 236,042 Views

Related: Caravan is selected when cycling units with the "u" key. I know they are like little spies, so maybe not a bug, but 95% of the time I'd prefer not to be selecting them. Related: "tactical" Summons exist after the battle, and are selectable with the "u" key. But can't be controlled; they die by next turn.

1 Replies 1,586 Views

Defense doesn't scale well with higher attacks. It gives you pretty flat amount of damage reduction. Example 10 defense will block about 50% of a 10 point attack -- 10 def vs 10 attack = 5 hp saved 10 defense will block about 10% of a 90 point attack -- 10 def vs. 90 attack = 9 hp saved. So sure there is some small scaling. But you can see defense even against very large hits has trouble keeping up 1:1 with hp in value. Its onl

28 Replies 91,528 Views

Just think this should be improved. If you run a soldier out to mid field, and cast diamond skin on him, he'll be immune to physical attacks for several turns, but the AI will surround that solider - allowing you to pick the AI off one by one since the AI will never move once it is in melee range of any opponent (unless it is low health or a range unit....this could be improved a lot).

3 Replies 2,773 Views

Many times I'll tell my units to fight an enemy adjacent to a city. They will sometimes (not always) finish battle and be standing on top of the city. Problem is if there is another enemy nearby, they aren't in the city. City is free for the taking. I will often see my units standing in the center of a city, look at the city info on the left and see nothing is garrisoned there. I sometimes will conquer an enemy city despite the fact he has an army "st

14 Replies 11,462 Views

[quote who="Trojasmic" reply="5" id="3345468"] Quoting Zarkis, reply 3 By the time I get to this technology its game over anyway, because I already dominate the game (on hard/hard). So more needs to be done to extent the length of games, namely some drastic changes to combat mechanics to nerf player made stacks of doom and give the AI a chance to counter the player with superior numbers. But basically I agree that this victory condition should be moved into the late ga

27 Replies 23,805 Views

Overall I like playing as a summoner. I agree the summoner trait is kind of weak though; +2 levels for many summonses is just 6-10 extra hp. Some summonses like the whisp, increase their healing with level. So i'm kinda reserving judgement as to its benefit at higher levels, since I ended up beating the game as a summoner on expert at lvl 9 (air was the farthest I had seen). Anyways, here's some tips I picked up for getting the most out of the summoner.

18 Replies 30,689 Views

If you move a unit with low remaining movement points on top of an army/unit with an empty slot, they will form a single army. All units in the army will have their movement points reduced to the lowest common denominator. Examples: Lets say you have a retreating unit who stops its turn on another army with an open slot, your other army just lost its ability to move/act this turn. Lets say you have a summoner who makes a 2 movement point elemental in an 4

2 Replies 2,306 Views

Odd the fix didn't seem to work. Even tried enabling mods and restarting. I see the logic to the fix, but its not showing up in game. Something else I need to do??? Haven't used any mods before. Here's a copy and paste of my fist aid spell, note I changed the "calc" as indicated. First Aid Heals target unit by 2 per leve

10 Replies 50,860 Views

Tried the new first aid skill on a champion (Bannon Heighsley - defender path), and at level 4 the first aid skill tool tip reads "heals 0 damage." I tried to heal my wounded lightbringer, and it did just as the tooltip said, healed for zero damage. As you know, it should be healing for 2x level of caster, and my champions level is 4 here, so it should be healing 8 damage.

10 Replies 50,860 Views