There is a quest to get the other books. I know in a recent game I played I got like a level 3 or 4 quest that rewarded my sov with the terraforming spellbook. Considering how few quests there are I imagine it shouldn't be hard to get in most games.
Sanati
[quote who="DsRaider" reply="4" id="2992747"]Combine this with the fact the AI goes for quantity over quality and voila we have the problem. [/quote] I think the problem here is the opposite. The AI doesn't realize when it's beneficial to not build the best units possible and instead builder larger groups of slightly weaker units at lower cost. I think the AI should always prioritize unit size over gear. High armor can be effective if all you are fighting is trash, but the AI
I haven't played in a while so I don't know if some of these are older issues or not. The AI has serious city building issues. Every enemy city I ran across had like 30+ monuments and almost nothing else. After the AI researches more expensive equipment they revert to making the smallest unit sizes exclusively. They have very little health and no matter how great their gear they die very quickly from range against cheap archers or in a single AoE spell from a caster.</
Interesting. I guess my original issue was fixed at some point and a new issue with identical symptoms replaced it and then was fixed with the recent beta patch. Was able to play for a good 3 or so hours today without crashing. Until I started picking up better goodie huts that is, some level 3 or 4 goodie hut crashed me, but I see that was reported in another thread. Edit: I take that back. I was just lucky for 3 hours. Still getting end-turn crashes, just got one after 30 minutes of
Many patches ago there was a patch that introduced the crashing for me and I believe many others. Was something like 1.09U. Before that patch the game was completely stable for me, after that patch it randomly crashes all the time no matter what settings or map sizes I use. It's unplayable IMO. Every few patches I come back to see if it's been fixed, but it obviously hasn't been yet. I played for like 10 minutes today before I crashed, and now I'm going to delete the game yet
[quote who="Coby90" reply="5" id="2849995"]It wouldn't add a rush factor, it would add more to realism.[/quote] I don't like realism in my games. There would definitely be a rush factor, if you only have a character for so many turns then you have to rush to make them powerful and use them in combat before they keel over. [quote who="Coby90" reply="5" id="2849995"]If you need a entire army of hero's, then to me that is not how the game should be played. Army's should be made u
The AI is still terrible, only casts a few select spells, and definitely still gets "stuck" on city borders or even out in the middle of nowhere. That's assuming you can play long enough without crashing to notice.
[quote who="Coby90" reply="3" id="2849632"]right now the kids are just useless eye-candy.[/quote] They are far from useless or eyecandy. They are fugly little runts, but they are essentially free imbued champions, able to cast every spell without having to pay an upkeep to do so. Get a big enough line with a lot of sons and you can make an army of spell casters. I definitely agree with adding more to them, like arranged marriages with other champions or whatever
I didn't watch the clip. It's sort of amazing you got 14 minutes of 1.1 gameplay without a crash. That rarely happens for me. I'm not going to watch somebody else have fun with a game I can't really even play right now. [quote who="Aeon221" reply="6" id="2849306"]You also spent time research magic. Magic has one tech and one tree worth researching -- shard harvesting, and the arcane equipment line. You didn't have the money (or the crystal) for magic gear, and you already had shard ha
You can escape from any of them? I thought you needed a spell to do that.
There are multiple buildings that multiply the effects of each resource. Build a city near food sources and there are buildings that multiply food for that city by 15% and 25% and even one that adds 100% (it's in the adventuring tree). It's the same for every resource (except horses/worgs I guess). Not much for shards though. I like your ideas there a lot.
Further weapon and armor specialization. Maybe one faction really likes bows and has limited melee options, maybe that same faction doesn't like metal at all and instead has better leather armor options (like with increased dodge). Another faction might be focused on spears and not have access to shields. Could pretty much flavor each faction with a specific weapon type and associated techs. Some factions might favor certain tech trees, so much so that other trees might not even be vi
http://home.roadrunner.com/~irealms/debug2.err Another. This time I had just got a tech popup and I picked "Academies" under Imperium and it crashed as soon as I clicked "Continue." When I loaded the last autosave it did not crash after I picked the same tech. BTW while typing this I hear rain and thunder from the game even though it's minimized, I don't hear any other sounds or music.
Been crashing a lot since like 1.09u or around there, like I can't play an hour without crashing. This one happened I think right when a new turn was starting. http://home.roadrunner.com/~irealms/debug.err
All my custom Sovs and factions were automatically deleted when I updated from 1.09w to 1.10. So, ya...
Currently the terrain spread by empire and kingdom zone of control is almost purely cosmetic. I believe there are some combat adjustments (small bonus/penalty) but that's about it. I have an idea to expand on the system to make it and the resource system a little more interesting. As is resources exist on the map no matter what sort of terrain surrounds them, fertile land is apparently fertile even in deserts and wastelands, and the only way to claim them is to expand your ZoC over th
[quote who="Lord Xia" reply="5" id="2845652"] Quoting Sanati, reply 3Actually it makes a lot of sense since that's what the weapons were basically designed to do. It's why they are called "piercing" weapons. Daggers are meant to slip through the gaps in armor, arrows and crossbow bolts can easily punch through plate armor, and a good sharp and strong spear can impale anything. Armor is meant to deflect slashing attacks and soften blunt attacks. This is so wro
Are you guys playing the beta? A lot of these suggestions are already in, or there's something similar. I don't know about multi-turn spells, I don't think it would really work well. It's easy to get 6+ AP, and if it doesn't take at least 4 turns to cast then it would be somewhat meaningless since that's how long it takes standard units to reach and attack your casters. Meaning without +speed items it would take like 8 turns to cast which is ridiculous, and speed would suddenly become
Actually it makes a lot of sense since that's what the weapons were basically designed to do. It's why they are called "piercing" weapons. Daggers are meant to slip through the gaps in armor, arrows and crossbow bolts can easily punch through plate armor, and a good sharp and strong spear can impale anything. Armor is meant to deflect slashing attacks and soften blunt attacks.
Piercing weapons (daggers, bows, spears) should definitely ignore defense, and your other ideas are good too. The AI needs massive improvements to army creation first though. Any special property or strategy a weapon might have is moot if the AI is just going to spam units with the single highest damage weapon they can make.
[quote who="Delmoroth" reply="8" id="2838824"]I like the idea of mana/turn for food. I mean the whole idea that the world is messed up and you are using elemental magic to fix it has a good feel to it to me. Nice to be able to focus your magic on developing your nation. Fits the lore well imo.[/quote] This is already in the game. There's an enchantment spell you can cast on each city that adds 1 food per turn. You can create a bunch of empty cities and enchant each o
How is this going to apply to normal units? Will we for example be able to train an archer that can use something like an Arrow Storm AoE attack? Or a soldier with a shield that can hunker down for greater defense at the expense of movement? Or are these abilities limited to special units?
[quote who="Grove12345" reply="21" id="2674334"]Really dont see yet how the Empire isnt the bad guys. Most of their tech tree falls under negative evil intentions, not to mention must they must destroy land to build on it.[/quote] I have to agree with this. I can understand the idea of the empires viewing themselves as good, and the whole concept of the fight being between "neutral" cultures clashing over principles, but it's flawed in this case. We the players empathiz
[quote quoting="post"]Spell Bugs: Spells cannot be cast by a sovereign in town.[/quote] Not quite. If you click the sovereign icon in top left while they are in a city it brings you to the wrong selection screen on the bottom. You need to select a city then click the sovereign icon within that city to get the correct screen and be able to cast spells.
The beta is up BTW.