Right now the biggest problem that you are better off not building any units and just winning with heroes. I thought a lot about how to fix it. I think we need to go back to simultaneously building units and buildings in 2 seperate queues but with one important exception. The settlers need to still be part of the building queue and everything else unit wise should be part of the unit q. Make sure the units have a cost, either upkeep or put some gold cost to pro
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It was just a suggestion. I would have downloaded this if it was easy to install. Many other mod communities provide it, tested for viruses of course. I will probably install it anyways post patch but the patch on Thursday makes me not want to try installing and uninstalling it yet. Its fine though, it is your choice of course.
I would love if the installation was super easy. Can you make a exe that installs the mod for you? You could have a manual installation option for people who are afraid of viruses also. Mike.
The enchanters tooltip doesn't fit in the UI so no one knows how to get this trait.
This game has a lot of different builds you can do, death, archer, mass units, firemage, tank, ninja, summoner (needs buffs) etc etc. I think each of the pre-made characters should clearly demonstrate one of these builds (and a couple hybrids that choose 2). There should be a sentence describing this focus so the casual player can know what to expect and what to build towards. In addition they should get 2 more character points than the costum ma
Horses should take the boot slot, since you can't benefit from boots and a horse. In addition we should buff boots so that you have an interesting choice between horse wolves or boots. Make more +1 speed boots with armor etc. Mike.
Yeah, I am playing again with more builds, but many of the strategies I used remain the same. Like rushing leather armor and shopping from my opponents. Focusing on 1-2 heroes. I could try to build an army but it would be dwarfed by the computer armies honestly. I am using various spells this time and it is nice but not essential.
Ranged weapons are really tough to balance because with a horse and a bow and some initiative boosters you can shoot people a lot and not get attacked much. I think a fun way to balance them is give them a casting time like spells so you sit still for a round and then shoot twice. That would prevent kiting but let you have strong and useful weapons. Mike.
I hate (2). I play the game to get fun and powerful loot. Change everything else but don't remove the fun. Mike.
[quote who="DGB246" reply="7" id="3223721"] Also if the AI has such vast armies why havent they attacked you? Why haven't they gone on the master quest or built the mastery towers? It makes me wonder ow hard the AI is trying to win the game sometimes. [/quote] In one of my victories I had zero towns, the AI took every single one of them. I may have had one outpost left total.
I just beat insane difficulty twice in a row with different character builds and thought I should post a bit about them so they can get brought in line with the other builds. I custom made both characters of course and their factions. One was a death knight and one was just a knight with no spells. Race: Tarth is the most powerful with +3 init and attack. You need the extra strength at low levels. Faction: I always tak
Growth spell works mechanically but visually it looks like you are shrinking your ally. Mike.
This happened to me too, I suspect a troll or something small wandered outside of the lands far away and until someone kills him you don't get the credit. Sadly a computer might kill him and get the quest reward for clearing the lands. Mike.
The magic poison bow doesn't work as the tooltip states. It never poisons anything it hits. I suspect this is because the other 2 poison items both state they only work on melee attacks and the bow uses the same property. Mike.
You shouldn't expect any of those things, expect to win. Increase the difficulty every game until you lose one.
Yes I have won with a fire mage, a lightning mage, a death mage, a death knight, on hard and expert. Above that the enemy gets triple HP on ridiculous and times 6 on impossible difficulties which can really make it hard to kill them. I am just saying these builds fall off in ridiculous, while I was able to win relatively easily with a muggle. My muggle knight dealt 10000 damage to defeat 36 units in 4 combats in one turn. Then repeated it dealing about 10k the next
I had a game where i ended up with 3 circlets that make buffs on the hero cost zero mana. I also had tons of buffs that game so it worked out great. I pretty much always spend a point to get that circlet, it is like getting +2-5 mana per turn often. Mike.
Yes when I first read growth and shrink I thought they were awful but I was using a muggle hero and found a life mage as my only recruited hero and used both of those spells to surprising effect. I liked that shrinking people with zero dodge was a good tactic since it multiplies their dodge (meaning they gained nothing). Mike.
I have been playing a bunch at the higher difficulty levels and have some feedback on how damage spells don't scale like everything else. One of the biggest differences at higher difficulty levels is more hit points. However mana is a very difficult to get resource still so although fireball and lightning bolt and ice storm etc are reasonable strategies at easier difficulty levels they are very weak when you triple everyone's health (or more). On the second highest dif
It isn't that trained units are bad or good, its that you can easily win without building one. My last game was on "ridiculous" difficulty, the second highest one and I never built a single unit, and only hired the hero on turn one that was standing beside me. I beat the game and got the highest title (dragonol). If the game was harder then you could consider building units. Maybe on impossible you need to build units... The enemies had infinite squads of 2k hps, a
None of these responses are correct unfortunately. For example Urxen isn't even on the list of 8 that is mentioned, you have to make a custom faction of the urxen race and save it to see what urxen even does. I don't know how many other races are like that. Race really should not be a left/right box it should have its own tab like everything else and you should be able to see what it does. The UI is very inconsistent. People think that faction means race
but I read a chart showing some races have higher strength/int/con for an old version of the game, was that removed? I also think that in addition to blood some races get other random traits, like Train Golems. But nothing indicates if it is from the race or if it is from the faction. It looks like train golems and train juggernauts are racial. Is train slaves racial too? When I am making my custom faction I get to choose a race, so I need to know what the races actual
I love the current road system. I enjoy spending more time on quests and armies and big picture stuff instead of little boring details like building roads.
Is there a list of racial stats online or in game anywhere? Do i just make one dude of each race and guess what abilities come from race? I know the "blood" one does but usually another does? Thanks, Mike.
Rather than halving consider just tripling it for single non-hero units. I like armies that are super strong because many people state armies are too weak and the game can and should we won with just heroes so don't nerf armies.