[quote]+ AI: Pioneers slightly better about looking around to find the best spot for new city[/quote] Whatever that means
Stupidity10
It needs to be gamecast compatible Also I would argue that mass and strategic spells being unresistable is a much more agrevating issue than health bar bugs.
[quote who="DsRaider" reply="10" id="3150262"]Also the real problem with the leveling of troops is how effective it is. It isn't that hard to level a group to be 3 to 4 times as powerful as a level 1 unit. This is quite frankly way too much. If leveled troops weren't so OP then upgrading them wouldn't be such a problem. [/quote] This I would like to seea tiny (-1) initiative penalty per group size over 3 and an exp cost when upgrading, though just lower
There have been 3-6 posts on this subject. But it's a good idea and I don't think there has ever been an official word on the subject. As someone who plays Altair I find it annoying that my standard units have "potential" +25% exp. A trait made useless by how quickly and often units become underpowered by unit size techs. I become attached to units that do well and its annoying to disband them for such a silly reason. Also too often do I have reasons not to buil
Dmg from the Horrfic Wail spell (level x 2) is unaffected by damage modifiers like evoker and artifacts. Maybe this is intentional but should be mentioned in tootip if so, as every other spell (ex: 8 dmg + 4 per fire shard) is without saying so.
It would be great if we could get a quick unrest reducing trait for Governors. Maybe even a occupation unrest reducing trait like: Subjegation trait I-III: -5/-10/-15% occupation unrest and occupation unrest declines by 1/2/3 per turn immediatly(Do not wait 25 turns)
Thanks for patches. Plz fix AI city and Outpost placement + AI sending wild monsters at us. [quote]+ Training Yard gives +20 to Accuracy of units trained in that city instead of +5[/quote] WOW seems like overkill, even 10 would be nice. [quote]+ Quendar +25% Fire Resistance changed to +50% Fire Resistance and -50% Cold Resistance[/quote] Also seems like overkill. 25% was nice, you dont need 100% fire resistance to make fire spells obsolete and even just the fi
[quote who="Ghost_of_Carrodus" reply="149" id="3148658"]Pioneer/Outpost/City spam are seriously taking away from the game. [/quote] True, especialy because the AI is so bad at it. Taking resources it doesn't need, even in the middle of peoples bases and building cities in terrible spots.
It would be nice if monster spawning was more common and gradual instead of 1 black widow, than 100 turns later 1 BW and a RH, repeat. This is a thread full of good ideas Hopefully the devs give it a read
[quote]I feel if the maps were more open with more valid land available to settle and a smaller minimum spacing then it would have more of an empire building type feel.[/quote] It would also be nice if we had a guaranteed natural expansion.
Had the same thing happen to me but thought it was because they attacked me in a city
Pretty sure I saw a 0/0 city pumping out troops. Not even sure how that exists. Might be related to the bug that allows them to build outposts deep under my ZOC in rare occasions.
AI isn't challanging: 1) Armor is vitally important (probably too much so) and it rarely armors troops 2) Horrible spell AI. Both tactical and strategic. Although if AI used strategic spells intelligently to game would be impossible to win because they are irresisitable and mana unlimited. 3) Gets into fights with monsters it cannot win. Many times I have seen a Sov in the first hundred turns attack drakes. Also they build cities next to high level monsters kills c
magic is overpowered but thats becuase of several reasons. 1) They increased mana per shard for testing purposes and never dropped it. Mana generation should be controlled more by techs, traits and buildings. 2) There are 100+ spells and some are of course unbalanced 3) Mage items at this point are really rare so mages have to be good enough to work without items.
Also happens even if you already own the node. Built shrine on a fire shard and when city reached the shrine it rebuilt it.
[quote who="Naaarf" reply="1" id="3146826"]Maybe even ad a chance to interrupt the spell by attacking the casting unit, if that's not allready possible.[/quote] Dont think so. Could be an interesting weapon ability. Spellbreaker weapons that deal 200% dmg to units casting spells? they would have to do something else as well.
To make it worse, thats a horrible spot for a city. A 2/3 right next to a 4/3
Monsters should never leave their lairs. NEVER The AI should avoid dropping outposts/cities next to lairs but if someone does than that lair should spawn an army to destroy it. If lair guardians can be lured than they will be.
Was just about to report this
He means that if your using a governor (governing) than hes usually not growing levels. Wheras a warrior, the more he fights the tougher he gets.
Ive seen that as well. I would rework this goodie hut entirely.
Specifically they dont attack AI outposts and cities. i think they do attack units. Also lairs in ZOC should spawn an army to attack the ZOC source. It should not attack itself becuase thats an easy abuse. You could build an oupost to lure a monster and snag its loot. Monsters should never leave their lairs.
1. General feedback on if you felt the monsters were a threat (were they too strong, too weak, or about right). In the beggining monsters are fun with a number of monsters stronger than a starting Sov and some weaker so you can explore/level/loot. Soon however you get armor (loot or leather tech) and only the toughest monsters are a threat. With leather armor and weaponry I killed an earth elemental army with 3 groups of 3 troops