For some insane reason the computer has a tendancy to make multiple armies all standing on the same square. So for example: The computer might have 4 peasants, 1 pioneer, 6 Infantry, 1 Hero army. All of which I must consume a movement point to attack. At one point the computer wandered through my territory with a group of peasants all in their own seperate group and I couldn't stop them from ravaging my lands because each 'group of 1' took a seperate movement point. Now why the comput
CdrRogdan
The tech tree should definately have cross-prerequisites. It is quite insane that the empire can research longbows and enchanted weapons with three techs in their respective trees. Despite the ungodly 5000 gildar requirement of the sword of gayness the computer still managed to put one on their champion within about a hundred turns or so of the game, whilst my longbow equiped champions were making cheesewiz out of all the opponents units.
[quote who="Tempestwrath" reply="21" id="2846246"] Quoting CdrRogdan, reply 20 I think it was a bad design decision to put such a powerful spell (teleport) into a starting character selection. Teleport trumps Organized (the thing that lets your army move at your sovereigns speed) by a massive ammount and cost significantly fewer points. I seriously don't miss any spells out of enchantment or (terraforming?), and only combat if I'm going intelligence
I think it was a bad design decision to put such a powerful spell (teleport) into a starting character selection. Teleport trumps Organized (the thing that lets your army move at your sovereigns speed) by a massive ammount and cost significantly fewer points. I seriously don't miss any spells out of enchantment or (terraforming?), and only combat if I'm going intelligence heavy, but I always -ALWAYS- miss teleport. This spell should either be avaible via research (probably book
Odd, I've had the opposite occur : Not a single child has been unable to cast spells. Perhaps it is because I always imbue the spouse I marry and leave imbue on for the duration of the game. Mabye both of them simply have to be magically active for you to have a good chance. I mean seriously how many children are we talking? At 3 or even 4 it would still not be considered a statistical annomoly to have 1 child magically active at a 50% chance.
Why does the computer value trading a son for a daughter on an equal scale? They are giving up (or getting) a free (probably spellcasting) champion. Shouldn't their be some sort of worth associated with making an arrangement that harms/helps the AI?
Why does the computer value trading a son for a daughter on an equal scale? They are giving up (or getting) a free (probably spellcasting) champion. Shouldn't their be some sort of worth associated with making an arrangement that harms/helps the AI?
Why does the computer value trading a son for a daughter on an equal scale? They are giving up (or getting) a free (probably spellcasting) champion. Shouldn't their be some sort of worth associated with making an arrangement that harms/helps the AI?
Why does the computer value trading a son for a daughter on an equal scale? They are giving up (or getting) a free (probably spellcasting) champion. Shouldn't their be some sort of worth associated with making an arrangement that harms/helps the AI?
The enchantments for cities are honestly pretty lackluster. Without the need to revamp how enchantments work it would probably be a fairly simple fix to provide a city level specific bonus so that larger cities recieve a larger benefit from the enchantment. This could be as complicated as providing +1 food per city level or +30% science. Alternatively (or perhaps in tandum) higher level spells could be available for enchantments. In any case +1 research or +3 gildar per turn are both not
The issue with spells is that you cannot defend against them. Resist should not be a percentage unless it uses resist vs the casters intelligence, and would have to be much higher than it is currently. Resist could use the same mechanic as armor and it wouldn't be too awful.
It's actually the computer that exploits this.. The empire only has to research 3 techs to get that crazy sword and one more for armor. I was rather surprised to see the enemy lord with 77 attack power after about a hundred or so turns in. When I was researching for dragons I noticed that the rarity level changed from (unlikely) to (likely) after researching a few times. I'm pretty sure this idea could (and probably should) be applied to some of the easy to beeline techs to prevent them from
Hey I noticed a wierd bug playing as empire where academies give gildar instead of science and the science bonus icon for researching refined learning doesn't exist and doesn't appear to do anything. Also.. for some reason you can still research refined essence which doesn't appear to do anything.. shouldn't this increase mana output? Or maybe empire units can just cast spells infinately? Are either of these addressed in the patch?
Must admit i'm pretty annoyed such obvious bugs weren't caught.. but anyway.. the following have occured since the latest update: Building a caravan and then cancelling that caravan still consumes the caravan limit value. Non-sovereigns casting spells in combat have their mana reduced to zero at the end of combat regardless of how many spells they cast Soveriegns which imbue champion with all their remaining essence may not obtain the essence stat from level up an
Err.. I usually build a research building before the merchant.. in fact I often skip the merchant altogether for my first few cities, as I find enough gold from adventure points. Those dragon bones give 100g each, which would be a gruelling 100 turns with a single merchant, which is simply not worth the wait in my opinion. I agree however that the information could be better displayed, as I have no idea what my caravans are pulling in, nor can I tell what that '10%' from trade applies
You can still use a sheild with two-handed weapons as the game is currently designed and two handed weapons ARE slower. The first swing might be fast, but turning the blade back the other way is significantly more difficult, based on the same reason that the initital swing is the same speed - the weight as of the swing goes to the end of the blade, and not the arc. If you want to take into account using both hands as apposed to one, it's possible that they are the same speed, but
I'm pretty sure this has already been reported and was responded that it was intended. Sheilds don't currently give enough defense to be worth giving up the added offense from using a two-handed weapon. Maybe this could fit into the suggestion forum?
I've had a change of heart about how essence works.. why not make this the maximum mana you can use in any given combat, while wisdom provides mana and mana regen? This way you could have a sovereign with 5 essence, able to cast 2 firebolts per combat, but a wisdom of 15, allowing multiple castings of this each new turn. This is sort of the way master of magic worked with 'skill level' and 'mana' except it's more custom tailored to the unit in combat.
So this isn't directly opposite to my post about removing strategic firing range from archers before anyone comments.. this is about giving some range to archers in tactical combat. Currently they have a firing range of 1. Like what? I mean aside from the bugged out function of bows right now, there doesn't seem to be much of a reason to use them if you have to get within melee distance to your target. Granted they don't get to attack back, but you don't get to attack back either. S
[quote who="KillzEmAllGod" reply="1" id="2690702"]need a treaty that allows you to do quests in other peoples territory as well as quests not being bland and almost a meanlingless task. I think Refined stuff should be capped like you can only get a few in that area and which bonus you get would have more effect on gameplay. eg you can only get like refined 5 times under Civilization i think that would be fun if thats balanced out. and Forge of the Overlord twic
So I was initially pleased with frogboy's reports that tech trading wouldn't be in this game because it was always so poorly done.. only to find that technology can in fact be traded.. and that the computer cheats (The computer gets a higher value on all their techs than the player) .. oy. So I'm hoping that tech trading gets removed in favor of technology treaties. These treaties should benefit the nation that is 'least' technologically advanced more, or should have a random (note th
Err the wages for units actually makes sense, with the exception of elites perhaps. The reason being that the peasant you hired to fight for you didn't purchase the equipment himself, you bought all that stuff for him, and thus he BENEFITS from having better equipment rather than a shitty spear. The same could be said for real armies. You don't pay the guy manning the machine gun more than the guy with the rifle. Perhaps you are confusing wages with equipment upkeep (which the game do
The cause of this is that the start of the spells start on the turn the enchanted unit begins. While this is not normally an issue when enchanting friendly units that can act during this time, it does become an issue when spells expire as soon as the enemy starts it's turn. One such obvious culprit is 'slow' which expires immediately upon the enemy beginning it's turn, and in effect only serves to lower the enemy's counter attack to 1, as apposed to functioning like it's description. All
Okay so every so often it will occur when I press the next turn button and nothing happens (I press it multiple times and it never goes to the next turn). I discovered it has something to do with the autoexplore units, as after selecting the ship and telling him to move, then telling him to autoexplore again, I was able to end the turn. Maybe they get confused and refuse to move anywhere?
This same thing has happened to me multiple times. I think it happens sometimes after a tactical battle.. You can fix it by zooming in really close to the map and then zooming back out.