Oh yeah I forgot to mention I am always playing on Challenging, so there's no AI nerfing going on. Good to know it can at least cast the Spell of Making. What about upgrading altars? Has anyone seen the AI do this?
bbr91
I've just cast Curgeon's Volcano on the Pariden capital, with whom I have a non-aggression treaty, and they didn't declare war or anything. They didn't seem to mind me sending their capital into oblivion.
I'm in turn 400 and none of the AIs have upgraded their altars, so they only get 1 mana per turn from each. Also, from the 2 opponents that are left, Pariden has Weak and Medium quests left even in their own ZoC, but I haven't seen any quests left in Yithril's ZoC, except for the master quest. Is the AI even capable of taking on the master quest? Or casting the Spell of Making?
[quote who="Frogboy" reply="2" id="3240248"]But it's almost always running very low on mana.[/quote] Yes indeed it is.
I also have this issue, and have had it for .980 too.
I have updated my post as the most important part of it is still true for .981. I should also mention I play with ground cover set to none, not that it makes much difference for FPS. Also, I noticed forests and cities affect performance the most.
[quote who="Emperorjarin" reply="33" id="3239923"]Instead of nerfing the power of haste and slow, how about simply limiting their duration? 3 turns on slow, 4 turns on haste? Building a support-oriented magic user should feel as game-changing to play as one hurling fireballs left and right, just in a different matter. [/quote] I agree. Slow and Haste are cheap, cool spells, don't nerf them. They work great for support casters.
I'll tell you how to make minors expand by yourself so you can tweak this as you wish. Go to your /Twilight/Data/English folder and you will see a file called RaceConfig.xml. Open it with Notepad, although Notepad++ is preferable, and you will see each race in the game listed there, with its attributes. The minor races are listed after the major ones, and you will notice they all have the attribute 5 . Change this value t
[quote who="Gaunathor" reply="2" id="3238799"]Third Book of the Magi [/quote] Thanks! And yes, this is possible and is an issue.
You can also dispel their city enchantments (for free, not by using spells) from the city details screen, as reported here: https://forums.elementalgame.com/432756
[quote]is there a diplomatic penalty for crushing half their empire under a volcano? There probably should be. [/quote] It's my understanding that all factions should declare war on you for using weapons of mass destruction. Maybe this isn't implemented yet. I think there should only be a relationship penalty for using these weapons, not make everyone instantly declare war on you, even your allies or friends.
How do you even get Curgeon's Volcano?
I've had this bug since .952 and it might be known, but I haven't seen it included in any changelogs until now so here it is. I think it happens when an army has a destination but it encounters something on the way (monster, quest, goodie hut etc.) and then it gets stuck running in place in the tile where the action happened, with the old destination still set, but unable to move. The solution is to toggle Explore twice, then the unit stops running in place and
Released!
I agree with Heavenfall, if turn limit is to be introduced, an idea which I don't like, at least make it an organic mechanic, not an arbitrary number. You can improve it with technology, you can make a buff like Endurance, which increases turn limit by 50% for a given army, but this is a lot of work, and it has to be done if this mechanic is to be integrated into the game, and not be an annoying arbitrary limit to gameplay.
Is .981 going to be released today? I can play a few Demigod matches 'till then...
[quote who="KingHobbit" reply="45" id="3237060"]One of the things I don't like about trained troops. You can upgrade armor and weapons as they progress, but you cannot upgrade unit size. So if you have units that you have cultivated through the game, and have increased their armor and weaponery as needed, they still cannot add members.[/quote] But then when you add members to the squad, how do you explain them keeping their experience level? Say you have a level 10 3-m
[quote who="KingHobbit" reply="20" id="3236713"]are you going to address the Path of Governor issue. You need to level them up by fighting, but then they are not doing their job. Make a building to be constructed called the Governor's Office. You can assign one Governor to it, and they can experience while they are doing Governor work.[/quote] This needs to be addressed! It's one of the few issues remaining that needs to be addressed.
[quote who="parrottmath" reply="64" id="3235934"]Excellent, now unrest will fill the kingdoms of many.[/quote] Which makes unrest reducing buildings and spells useful. Perhaps also lower the mana requirements for Curse City and Bless City spells a little? That would make using them a viable option in waging an attrition war.
[quote who="Heavenfall" reply="61" id="3235902"]Do it for mana too?[/quote] Ditto!
[quote who="Trojasmic" reply="16" id="3235461"]I've also seen the opposite. Place an outpost on a fertile land and had several of the fertile land tiles disappear.[/quote] I have also seen this.
Brad is on to it. [quote who="Frogboy" id="3234348"]I think I found the bug that causes this. Will be testing. It's amazing how something that seems unrelated can affect another thing.[/quote]
I can confirm this is still happening and is quite unpleasant.
This is confusing. Are you saying that creating tiles with yield is intentional? I've seen tile yields appearing and disappearing but it seemed random, so I couldn't report it because I didn't know how to reproduce it. If tile yields do in fact appear in healed land, then this should be better documented. They also seem to disappear if another city is settled a number of tiles away.
I have noticed this in .952 too. I remember wanting to report it, don't know why I didn't