[quote who="Kalin" reply="1" id="3146648"]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
Kantok
So is there a spell that empties the world of all its oceans? Otherwise, this may be a bug:
The drake and its army, pictured below, is 11 squares from its lair. It's lair is unguarded. It's description says it is drawn to things of magic. It has passed by four of my shards and my city as well as ignored another kingdom's shards that are two squares from its lair. Not really sure what it's up to. A vacation maybe? It's clearly not running from anything, since it is more powerful than either of the two kingdoms around its lair. &
I feel comfortable saying that the game has improved significantly in regards to monster aggresiveness towards AI units & cities. However, this situation here seems a bit out of sorts. Out of pure dumb luck, I happen to be standing in that same square highlighted in the picture as Markin came up escorting a pioneer and founded this city. Notice the Slag is
Custom Sovereigns' animations don't work. I have created a caster Sovereign who uses the same idle caster animation as Procipinee, but has no magical effect in his hand.
Good idea in the OP. For non-spell casting traits, it could perhaps show the changes in the underlying stats as well since the standard level up screen doesn't show Accuracy, Dodge, etc.
I am able to build docks on land tiles. The improvement on the south side of the city is my dock that I am in the process of placing. You'll see it is currently not on a river square and that there are two total squares that are not river squares where I'm able to place the dock. See below:
Tilda Herbs are not available in tactical combat like other hit point restoring items (salted pork, for example).
Now that other heroes are going after goody huts regularly, it's a bit frustrating to clear a monster lair or a guarded hut and have another faction's hero come along and swipe the hut you just finished fighting over because the fight used up your last bit of movement. If I clear a hut/lair, presumably I was fighting ON that hut/lair since I attacked the defenders. Even if you don't move the spot of the battle, shouldn't you get the loot from the battle? &
[quote who="UmbralAngel" reply="3" id="3145428"]There is no difference between miss and dodge, its all in your head. I understand that you are confused, but the only way to change it is to remove the text that says "dodge" and replace it with "miss" I personally don't think its worth the effort to change. Its a game, its not a combat simulator... its not trying to model all the intricacies such as whose fault it is that the attack didn't connect (which will not be absolute
Yes, I understand how the calculation works. However my unit missing on a swing is not the same as the enemy dodging a swing. That's part of my point. If it's a miss, rather than a dodge, it should say so (if that is what the repeated dodges are attributed to). It's logically inconsistent, hell it's flat out jarring, for a unit with 0 dodge to dodge me five+ times in a row. The results the game is showing me do not jive with what the stat
How about an international magical item market?
[quote quoting="post"] Just installed the new beta build and got irked so badly that i'm here on the forums and the game is off within the first 10 turns no less. I just started a new game and on a medium map Verga started no less than 10 squares away from me. Thats not the problem per se, however I proceeded to watch him B-Line and beat me to 4 goodie boxes and kill one of my possible recruits right in front of me. He even split up his 2nd general/companion to take a 5th
The human player should certainly be the first to move in the game. You shouldn't be attacked before you even have a chance to do anything. However I seriously hope they don't tone down the monsters. If the world is supposed to be dangerous and is supposed to be one of our chief enemies, then the world needs to be dangerous. Not faux-dangerous.
Played a game on challenging, though I'm only early into the game. AI heroes and armies are much more active early game. This is only one game worth of observation, but I played 7 games of .912 and never saw nearly this many wandering heroes. They actually grabbed goody huts. More thorough attempts over the weekend, but this was an encouraging first 50 turns.
Dogs with zero dodge are dodging like crazy. Not sure if its a semantics problem or a bug, but it is jarring to have something with zero dodge do it frequently.
The idle speed for 2x animations is the same as 1x. However the idle speed for 5x animations is significantly faster than at 1x & 2x.
The analogy makes perfect sense, although I guess if I have to explain it's not a very good analogy. If killing a spider is your goal, there are many ways you can go about it including using your handy shotgun. However the shotgun will have all sorts of unitended consequences, like destroying the surface the spider was on, leaving a bad smell in your room, disturbing the neighbors, etc. The current system we're talking about is the same thing. Sure,
I don't think this is a problem with world generation. If we want, as everyone in this thread seems to agree, some mechanics for walling off territory or forcing enemies through choke points, then one tile wide isthmuses and one tile wide valleys are a good thing. They are strategically valuable pieces of land because they give you a natural point to wall of your lands (that the enemy must use war or magic to get around). The point is that if I sign a Non-A
[quote who="Bellack" reply="20" id="3143215"]I don't see a problem here. I don't want them to allow you to walk into someone's territory unless your given permission. Perhaps like in other games where you can make a treaty to allow passage through the land. [/quote] Firstly, you already can walk into someone's territory without permission. Brad has repeatedly mentioned that he likes the mechanic that you can try to sneak through other faction's ter
Please keep the medium level monsters spawning early and potentially near the city. The challenge of the first 50 turns is one of the things the game has right so far. It's a hostile world. You SHOULD have to deal with a potentially badass (for the time in game) monster showing up. If you don't, then how the hell are we supposed to feel like its a dangerous world. "Sure, it's a dangerous world full of monsters. But magically no
She was level 2, 283 turns in. So after she surrendered, I fired her.
[quote who="Glazunov1" reply="7" id="3142057"] I'm not sure if this is the AI not leveling their heroes properly or if she just had shit luck in the random trait selection department. Either way, something should probably be done to ensure that heroes, and Sovereigns especially, develop according to their lore and character. At least moreso than Procipinee did here. I suspect the AI couldn't find a decent melee-type champion, hadn't gone with the
[quote who="Humility" reply="6" id="3142050"] be careful what you wish for, LOL.[/quote] What?
Same game, 283 turns in. Ceresa just surrendered. She had the third most powerful faction in the game behind me and another custom faction that the AI is playing. Same problems with her, only worse. She was only level 2, no magic talents except the ones she started with. Not sure how her faction got to be so powerful with a level 2 Sovereign.