Stupidity: Companies are late game. As for your point, I think you dismiss them too easily. If the elemental takes away the enemy's attention, then YOUR company of chainmail boarspear dudes get the first attack as the result, how is that not valuable? With the reduced casting time trait, you can pop in an elemental every turn. Considering the stinking mud of crag spawn and other summon effects, there is value there. Are there better strategies? At least one comes to mind.
davrovana
Wizard 1200 gets it. Thunderstrike is not a damage spell. It is a teleport spell. If you have high mana income, one well-equipped champion can solo any stack with that spell. Summon spells are hardly made obsolete by troops. Fill your army with troops, then add summons in tactical to outnumber any foe!
Concur, would make sense to add some kind of "no retreat" script to AI controlled units that have "berserk" status.
Sanati- horses/wargs add to wages? Are you sure? Could've sworn they had no wage cost, but I could be wrong.
Crashed after returning to main menu from loading first save file, attempting to load different save file https://www.dropbox.com/s/dellc8rr0tzucjj/LegendaryHeroes0_51-2013-04-01T12-45-16_734.zip https://www.dropbox.com/s/xnlw4cr5tjdahz8/debug.err
Hey, what if mounted units just required an extra wage - .25 horse per turn. This represents the stable having to send in new, fresh horses and/or support the horses that are out there. Thus you need the initial horses to get started, plus some of the stable's resources to maintain horses in the field. This way, a standing mounted army would require a LOT of extra stables. If making the resource rarer is easier in engineering hours for Stardock, however, then that
In my opinion, this isn't a gameplay issue. This game is about competing for resources and territory! You SHOULD have pioneers ready to go once you clear a wildland. And if the enemy takes resources you thought were "yours," declare war and take their resources! I think the problem is that you are just getting out-expanded by the AI - consider your strategy/difficulty level. AI's with the "Expansionist" AI trait will spam pioneers. If you're playing a
Ahriman- If messing with settings, or downloading a mod, is an offense to you, this just isn't your game. There are a lot of other strategy games that might be up your alley. Ask for recommendations here or elsewhere. I agree that this game does not hold your hand in a lot of ways other games do (and maybe this one should), but is most certainly FUN and PLAYABLE to other people as it is. If after all the feedback you've gotten here, however, you're st
Give assassin the option to dual wield one-handed weapons, problem solved.
In the custom sovereign xml file, there is a trait "AI Military strategy." Any one know what the choices are besides swordsman, archer, and clubber? I am assuming these mean what type of equipment the AI prefers. Anyone know how to make it prefer a mage style: magic, staffs, and robes?
[quote who="thadianaphena" reply="4" id="3337284"] It would be great if the game would let players save formations.[/quote] This! Anyone remember Final Fantasy tactics? There was a pre-battle screen where you'd set up your army, not knowing what you would face, but able to form up based on expected strategy.
" Economics of trading are absurd Why should opponents demand 1/3 more for the same technology? Long ago humans discovered that money was the best way to express value of assets. Find an economics graduate school major and have them design a system. They could write a thesis on it." Down at the used car lot, no one cares about economics. Everyone involved in a transaction wants to get a 'deal.' When one party
Also, the tech is in the civics tree. Deliberately, no doubt. An alternate "win" condition for those that emphasized general research over warfare/magic (Spell Of Making requires intensive magic research to get to early)
Blizzard/fireball spells. Pull Of The Earth. Dragon fire. Shockwave. Thunderstrike. Sweep. All of the above could punish swarming units for grouping together. Doesn't the axe new ability let you attack an entire swarm?
I think the points are like the units of research you get every turn. Each tech has a research cost at that given moment of the game. Your research per turn fills up the bar until it is done. If you get tech points from another faction, you'll see a tech in the corresponding tree fill up a little. Some of the research is done for you. The problem is that they are distributed randomly. You'll get civ/warfare/magic progress, but you don't know which tec
In my games, military might (# of units and their strength) seems to be the highest determinant. Economic capacity definitely moves the needle, though, as I have seen mine climb when I expand rapidly and build up the bell and whistles of cities (non-military). Since a military requires $ to pay wages, perhaps gildar income per turn has heavy weighting.
Predictability is the enemy of fun. Random events are always welcome in my book, especially if they make the game harder. If anything I want more random events, more often.
Tornado is a game-winner. No army can survive being completely separated then defeated one at a time. If you have 5+ air shards it also does good damage, making it downright unfair. On top of all that, you can cast it outside your territory. Mantle Of Oceans is almost as powerful if you've been cultivating mage champions. Sacrifice at Death 5 is really useful in a pinch.
Anyone ever seen the AI get dragons? I swear I saw an AI building a dragon camp on a lair, but I defeated him before it could finish.
Naidrev- Propaganda does work as written, in my experience. 2 gildar per essence is added to the city's gildar production, then the tax rate is applied, just like merchants, markets, etc.
Temple of the dragon is placed on the maps Curgen's Domain and Crucible (Crucible has 2!). Only time I have ever seen them.
Can someone tell me how exactly you kite with potions? Never done it, don't get it (not that I'll start doing it, just curious.)
HOW TO REPORT AN ISSUE: https://forums.elementalgame.com/415301
Had this issue for a while. Sometimes when I first load the game, it will crash on save. Interestingly, if it doesn't happen on the first save, then it NEVER crashes on save for the rest of the play session. I find myself not wanting to quit, lest I gamble with save crashes next time I run the FE application! Playing FE v1.32. I have had this issue since FE v1.2, maybe before. Crash on save report A https://www.dropbox.com/s/ephxpxeutb96rbw/Fa
I just wish ships and islands would spawn in random maps...but that is probably complicated.