On further exploration I've figured out that if any individual units in an army still have hit points left, all the units remain, including the ones with 0 hit points. However if the spell drops every unit to 0, then the army properly disappears.
Kantok
Another example of the game's automatic creation of roads to outposts choosing a goofy path. This time my outpost is connected via a road to another faction's city. Now that city is connected to my city via road due to a previous trade agreement. However, I'm currently at war with that faction. The outpost pictured connects to the Yithril city, then from there down to my city, also pictured. So, to recap, the game connected my outpost to the rest o
The original bug reported here still exists in .86
Another: The city below occupies all passable tiles in this valley. However the city has 6 units stationed in it. The army of my sovereign, pictured just below the city, has 7 units. My Sov's army cannot pass through the city to the other side without first removing enough units from the city to station my Sov's army in the city. This occurs even though I am not trying to station the Sov's army in the city, but merely have him traverse the space to un
Here's a similar example. The army stack sitting on the one tile wide land is someone I have a non aggression pact with. I believe they can't go forward because of my outpost. However, they've been sitting in that spot for ~15 turns without moving. I also can not move units through now because their army stack blocks my path. Because we have a non aggression pact, I can not tell them to leave my lands. Essentially, my kingdom is cut in
Each of the "Path of.." traits needs to be more powerful to make there selection greatly influence that hero's playstyle. I think good starting point is to take the +1 stat per level trait and make it the Path of... Path of the Mage gets you +1 Int per level, both retroactive so you get +4 int upon selection, and on into the future so you get an extra int every time you level up and tied to higher level mage traits (like now) as well as some special abilities. &nb
I posted this in another thread earlier this morning. Here's an example of the problem:
[quote who="Stupidity10" reply="22" id="3090851"]Spellshield exists, it's called blessing of nature or something. I'd prefer it if counter spells were easily resistible spellmastery vs spellmastery so only mages of your own level or higher could use it. Lesser mages could use specific counters like the ones you suggest. My UI always gets overcrowded late game anyway (only use 3 elements). We need the ability to customize the spell bar.[/quote] I like this
So I just had a one on one battle between my sovereign and an unaffiliated hero of the opposing faction that went something like this: Me: Flame Dart Him: Wither Me: Flame Dart Him: Curse Me: Flame Dart Him: Blindness Me: Flame Dart Him: Slow Me: Flame Dart Him: Dead I love that the tactical AI is using magic. In bigger battles, it can really make things rough.
Not sure if this is intentional or not. I can't path around this hero without killing them or exploring for a second way around. Not sure if this is a problem or not really, but thought I'd point it out anyway.
A few spider swarms spawned after a quest. I killed a few and then noticed a few others in weird locations. Some are mountain climbers, others are aquatic. Swarm spiders are multi-talentend!
[quote who="TorinReborn" reply="109" id="3089821"] Lol? Why are you lying? Where did I say I could save up and afford the games I downloaded? [/quote] Apparently I misunderstood you're post. And when I quoted it the first time you never corrected my misunderstanding. For the record, I'll quote your relevant words: [quote who="TorinReborn" reply="19" id="3088226"] I buy games when I can afford one, and download when I cannot.
If you look at the image above, you'll see one of my cities and two outposts. The second outpost is in the bottom left with an army camped on it. Now notice the roads. They go from the city to each outpost, but not between the two outposts. Off to the right of this picture is a considerable part of my kingdom, so units would likely traverse a path from the bottom left outpost towards
Not sure if this is intended or not, but Capitar bugs me every few turns do declare war on other kingdoms that I haven't met yet. Seems a bit pointless for both my kingdom and Capitar for me to declare war on people whose location I don't know.
When quest locations, goody huts, and hero encampments are on top of a road they all cause units following the road to path off through the wilderness rather than go through that location (even though they can't use it if there is no hero in the army). See the arrows pathing off and back on the road in the picture. That's the path my spearmen chose to follow on their own in the middle o
Can we please have the ability to set our forces up prior to the fight actually starting a la the Total War games? I lose archers and mages way too often due to the game either putting them in front of, or immediately beside, my melee units that should be protecting them. Most battles I have time to rearrange before the enemy closes, but against fast enemies I usually lose a fragile unit before the melee even gets to move. No commander would ever go into ba
In the above picture you can see a unit of highlighted spearmen in the woods. You can also see their path towards a larger army. Also note the road running from the city to the larger army. The spearmen were stationed in the city. I selected them and sent them to merge with the larger army. Instead of leaving via the road and reaching the larger army the
[quote who="ddd888" reply="5" id="3089976"]its the same if there are good reasons to not attack then your opponent "should" know it and so know its not much worth for you to attack and so he would have no need to pay you its a binary situation, you either can or cannot defeat him its also different from civ since civ is trying to similate the real world where civilizations declaring war are not loved
Spiders aren't the only ones to do it though. An air elemental spamming Titan's Breath sucks. He does nothing but that and all of your guys lost their next turn due to standing up. This can go on for many rounds.
[quote who="AlLanMandragoran" reply="5" id="3089701"]It's not a bug. Resources touching your city proper will tie up your production queue. Resources not touching your city proper will build outside the queue. In short, try to always build resources outside your city first, then snake buildings towards them after to bring them into your city proper.[/quote] I understand WHY resource points sometimes do or don't show up in the production queue. As I said in the original p
[quote who="ddd888" reply="3" id="3089921"]tbh i think its pointless if you are stronger than ai why wiould you want to receive a % reward than you would get just attacking it? [/quote] Because there may be real strategic reasons why you don't want to start a war at the moment, but you may have need of extra cash or resources. Not only should you be able to demand a gold tribute, but you should be able to demand a fixed or recurring amount of a re
Until we hear otherwise I'm looking at it as a bug. It makes zero sense. Either resources should always count on your production queue or they never should. This behavior is just... goofy.
Yeah. One way or another it has to be a bug. Either the units with 0 should be gone, or they should be at 1.
The issue is the "level 4" or "level 5" seems to refer to the level of recruiting tech or something, but certainly not the level of hero. For instance, in my game it says "You must learn Recruiting to recruit level 5 Champions" but the hero is actually level 9 which means I really need Breon's Letters, not recruiting.