Stupidity10

Stupidity10

Joined Member # 4220427
0 Posts 47 Replies 535 Reputation

Played a game where one of Altairs cities was protected by a wild shrill lord. It would kill Altair units that attacked it in waves but never attacked the city built nect to it, stopping me from attacking the city becuase it would murder me. AI should: 1) not build outoposts/cities if ZOC is on a monster and if they do than the monster should not be chased away by the ZOC. Instead it should spawn an army to attack the ZOC source. It should not attack itself becuase thats an easy abuse

52 Replies 17,831 Views

[quote]2. Second is blood traits. They are not uniformd. Actually one of the best blood trait is gilden, yea this is basis that is good for blood mechanic. We get 1 early game bost(30 mdef), 1 ongoing boost(+hp), and 1 tradeoff(+50 manacost). I think every blood trait must have this line.[/quote] [quote]4. This one is simple. There is too much map generation in magic effectivity. I mean, i want to use fire. But get every shard, and not fire. I even have fire archmage, but still cant u

3 Replies 7,177 Views

[quote]+ AI does a much better job of equiping its sovereign and champions[/quote] Good Now I now what he spent his war funds on [quote]+ Updated rally point code to prevent AI from sending units to rally points next to enemy cities (that had been captured)[/quote] [quote]+ Reduced shields defense and dodge slightly[/quote] Excellent [quote]+ AI less aggressive in d

73 Replies 66,235 Views

This apparantly does nothing then disappears, which is a shame becuase it was pretty. Im not sure if its a bug or some obscure event but it should probably be less obscure if it is. Stuff like this should not disappear as you walk on it, empty tiles are not really used for anything anyway. If an outpost, city or new quest is created on top of it then fine, but otherwise it would be nice to just leave ruined

1 Replies 1,802 Views

I find the Sov very important early game. I play as the standard Gilden, Yithril and Altair Sov's. So this is for warriors. Find and kill rock spiders, black widows, darklings, wildlings, bandits, wolves, bear cubs, butchermen, banished ogres ect. Kill weak monsters and grab loot. You arefaster than monsters so with little planning just outrun them and grab loot. In 75% of games I can get a lv3-5 hero with a better weapon and a few pieces of leather armor. Stoneskin

17 Replies 21,116 Views

[quote who="seanw3" reply="12" id="3143458"]Are you guys aware that you can simply cast Bless four times and remove the permanent penalty?[/quote] Unless your empire This is a huge opportunity to expand Governors, so that they are as useful as other classes. Subjegation trait I-III: -5/-10/-15% unrest and unrest declines by 1/2/3 per turn immediatly(Do not wait 25 turns)

16 Replies 5,201 Views

Both warfare and civilization are necessary. Civilization to increase production and population. Ive never found the research techs to be that useful though, especially the latter ones, moslty its just the population increasing that drives higher research. Magic tech tree I find is mostly useless. I get the two tier 1 techs and forget about it, except to unlock a spell book or champions and quests if I want too. Only late game do I get t3 magic tech like sorcery etc. Ma

29 Replies 12,101 Views

[quote]+ Reduced accuracy per level from 3 to 2 + Reduced base champion accuracy from 80 to 75 + Reduced the base trained unit accuracy from 60 to 50[/quote] Seems like it will make accuracy and dodge traits better. As well as training grounds and axes. Worth trying. Hammers need some love. Both counter and backswing are pretty good but im not seeing much extra dmg on hammers.

73 Replies 66,235 Views

[quote]+ Fixed a bug that caused a unit to get an additional action after casting haste[/quote] This has been around so long I thought it was a feature Since the great old bugs are getting fixed, it would be great it we could get resistances to mass spells [quote]+ AI will sometimes raze enemy cities[/quote] The AI still invades my empire with pioneers to build 2/3 cities in worthless gaps along my borders. Gives me little faith that it will be smarter at

73 Replies 66,235 Views

Buildings: Cleric: Costs 15 crystal, heals 2 hp per turn for garrisoned troops (Very early on magic tech tree) Allows purchase of a better healing potion and healers staff in shop. Stable: Halves production costs for cavalry trained in city. +0.5 horses. Can only be built in cities with acess to horses Weapons: Crude Dagger: unlocked with standing army. Just allows early cutting weapons Healers staff: + 25% health healed for spells<

25 Replies 16,453 Views

So wind shrill shave loot but fire dont? [quote who="Bellack" reply="4" id="3141986"]All lairs should have loot even if it is something minor like 10 gold.[/quote] True Also the big problem is when the monsters leave their lair to wander, sometimes leaving other monsters on their lair. When you kill the wandering monster the lair dies too, robbing you of future exp/loot.

6 Replies 2,063 Views

If they converted all your dmg to fire/cold dmg, that would make them more interesting and useful for champions. It would allow traits to buff them better.

10 Replies 16,220 Views