BernieTime

BernieTime

Joined Member # 3852566
11 Posts 142 Replies 1,438 Reputation

[quote who="sjaminei" reply="2" id="3312637"]Use it near magic shards, rivers, prestigious locations and dragon lairs (3 essence baby!). Also count squares depending on your map size. I think it's 4-7 or something. It's easy to find good spots if you know what to look for [/quote] "I" know all that, but the spell shouldn't be counter-intuitive to the game play. New players will be like; I just dropped 300 mana on a spell that doesn't do jack. Tha

9 Replies 9,366 Views

I just started a new game and am literally 3 turns in and a road appears deadending just before my city. I am playing with Mods installed (Stormworld and such) and cannot conceive of any starting faction having road tech by turn 3. Edit: Enabled cheat codes and hopped my sovereign down the road to see where it goes. Winds around the continent a bit and deadends into a field. Weird.

5 Replies 3,303 Views

The biggest issue I have with this spell is that with such a large mana investment you have no idea if the area you're targeting actually has any actual potential resources for city placement/development. I would LOVE some kind of visual indicator, even if it's just basic colors (Red, Yellow, Green) and not the actual tile yields so that if I'm going to cast the spell there's some actual ROI. Casting the spell, finding nothing, then reloading a save point to try

9 Replies 9,366 Views

Seems to work fine in 1.20, though there are concerns about the Elves now that Settlers are using Population costs. For now I've just avoided using Elves in my games until more feedback from others confirms whether they're gimped now or not. Edit: Just tried my first game with Death Legion, hadn't tried them prior to 1.2 FYI. - Now that Pioneers use population, it rapidly cuts into the limited population that the Death Legion starts with

1,118 Replies 2,464,663 Views

Sorry about that, I couldn't remember the exact name either. Probably because I never ever take it when offered. Most of the special abilities never seem to miss so the skill seems moot.

13 Replies 78,260 Views

Prior to 1.2 the AI was really quick to go to war, rapidly turning into a gangpile. Now in 1.2, I just finished a game where most of the time I was ranked in the middle and only was declared on after about 2/3 of the way into the game. Wondering if the pendulum might have swung one tick too far. Not sure yet.

4 Replies 3,497 Views

[quote who="Frogboy" reply="11" id="3306535"] Anyway, as they did not reply, it was because they either did not browse the forums in the meantime, or because they just did not want to respond. We read nearly every post. But normally don't respond[/quote] Stalker prefers to Stalk [e digicons]*_*[/e]

56 Replies 163,008 Views

I'm guessing that the city population (when building units) is calculating from your empire/kingdom's entire population and not just "that" settlement. A newly founded settlement should not be able to build/queue Pioneers until it has at least 31 population. I'm about midway through a 1.2 game and the settler spam doesn't feel all that reduced, probably because of the above.

26 Replies 61,182 Views

In the Tech Tree the Gravewarden unit icon no longer appears in the Enchantment Tech. However, the a Hallowed Rite ability (which is what I was looking for) is available after learning the Enchantment Tech.

2 Replies 2,645 Views

The whole stressing out about Pioneer population costs in regards to Outposts is easy; if a Pioneer founds an outpost the population is returned to the city linked to the outpost. Or - just return half the population as the remaining half is assumed to be tied to the outpost for maintenance, upgrades, and such..

82 Replies 258,010 Views

I played the Campaign and thought it was pretty fun. Also gives you more of an introduction to the existing factions than just looking at the Sovereign and Race stats when starting a game. You'll also get to build a boat, so yay!

5 Replies 6,822 Views