SOLOSOL

SOLOSOL

Joined Member # 4574513
0 Posts 5 Replies 689 Reputation

I think in 2 ways 1.- Crafting only for champions. 2.- Crafting for champs and for units This is, following the current distinction. To make it simple, a certain tech would unlock a building that allows that city to produce crafted items for heroes and units. For units. Crafting an equipable item for units produced in that city. The recipe: base item + magic spell. Magic item Cost: base item + mana +/- crystal. Wargs and

58 Replies 172,890 Views

[quote who="UncleJJ44" reply="10" id="3298528"]Using the 5 quest maps only took about 3 turns since all my champs (including the governor) had horses and tireless march giving 11 moves per turn. I don't think it is a bad choice to spend 3 turns outside a city to gain 3 levels and hence a much better governor, including extra research from Loremaster.[/quote] I find that a smart solution but situational. You need to play vs altar AI, and them be near of you. Or spend turns sending

13 Replies 14,066 Views

AIs have a funny practice that consists in sneaking armies through different paths than expected, appearing in different places. If you think the AI armies are going to go in a straight line to your empire, you're terribly wrong. Although some armies may follow that premise (the shortest path), you might find that some of them can deviate from the straight line and go for defenceless cities. Can this be considered a bug or a cheat? Maybe, but remember that AIs scouts a lot. Anyway

4 Replies 9,306 Views

There are one-per-faction buildings. You can only build one, but if you conquer another city with it, you will have 2 (or even more, eventually) one-per-faction buildings. I don't see it as a bug...the solution would be to insta-destroy the buildings that exceed, like, for example, the scrying pool (it's insta-destroyed if you conquer a city and you don't have Enchanters) but....who wants that? ;) About the wonders, I guess it follows a similar mechanics. They can be

2 Replies 8,532 Views

I don't mean to buy all equip, only to have an easier access to the most basic leather set. It is sad that in early/mid game, you can deploy armies with, let's say, chainmails and swords, and the sov only has a leather shield or a rusty helmet, and that thanks to having found it in a quest/loot.

14 Replies 49,085 Views

As said above, dropbox gives a free and easy to use way to share files, very convenient for savegames, also for many other uses. Create an account there, upload the savegame in a public folder and post the link to allow devs and us to download and check it. ;)

5 Replies 3,278 Views

I don't think the solution is change the hit system, just because wraiths got today +20 dodge, and maybe tomorrow they will get +10 instead... BTW I agree totally with Kalin. Giving dodge to wraiths, has made them to be more similar to Tarth in combat strategy, or well, to the game tactics of stacking dodge. The idea of balancing them that way was good, but I think the results are far from expected

84 Replies 263,119 Views

The problem with the SOM is that I think it is not clear what kind of victory it represents. It is not a research victory, as it do not requiere a special amount of research. It is not a magical victory: the only relation with magic is that it is a magic tech, and that you need some mana to cast a spell. No need any special knowledge or skills in magic. For now, it seems a variation of a Wonder Victory, where you need to build X structures (and to do so you need X requ

39 Replies 124,859 Views

I've not tried the new wraiths yet, but as it is said above, it seems that we've got a new strong (maybe OP) tactics: wraiths stacking dodge. Where is the fun in having untouchable units? If wraiths had a unique unit, that had that +20 doge (+stacks) I could understand it. A unique unit is submitted to economy management (let's say it requiere mana to build it, or something else) so

84 Replies 263,119 Views

The problem I see with the governors system is that it tries to gather 2 opposite things: governing a city and being a hero (this is: questing and leading armies). What you suggest, could try to merge both things, but I find it: a bit messy (having to control wich cities have governors, then changing to other cities...), and not immersive: how can a city be governed if the governor is out? I understand that being a governor implies that the hero will renounce to questing and f

1 Replies 5,535 Views

I think this topic has already been treated some time before, but I'm happy to have a discussion about it again. The Spell Of Making (SOM) is a victory condition that presents two issues: - AIs seems not interested in doing it. I've seen a post of 2 people that said that the AI started it in their game, but I've never seen that in my games. Maybe it is necessary long games (>300 turns) to trigger the AIs, idk. - AIs shows no interest when the playe

39 Replies 124,859 Views

I guess you have read the newbie's guide, and you know the basics of the game. After some games, you will realize that your expansion options are: - Like a crazy. That lends you to monster harrassment. Hard to manage. - Assured expansion. Cleaning first, then settle. This is slow, and lends to AI expansion. Advantage: instead of settling, you will capture the cities...later. Disadvantage: you will see yourself in lots of wars, and probably, AI dogpiled. - Bal

12 Replies 9,395 Views

Well, the tactical map could benefit of some improvements. I guess one of the most demanded is the terrain modifiers (to accuracy, dodge, movement, etc, depending of a forest tile, hill, swamp, etc.). About your suggestion, it seems to potentiate the RPG elements. I think any element added to the tactical map will increase adventure. The idea of traps sounds nice, depending on the context (a lair, an ancient ruin....). Although it might take to think: well, why not create also a "dete

3 Replies 4,714 Views

I've recently played a 4x TBS game that shows an UI that is one of the best I've seen in these kind of games, because it's so clean and user-friendly. I've created this post with a double intention: 1) Recommend SD devs to look at it if haven't yet. 2) Ask the devs and the community in general if this kind of suggestions (about UI or other aspects in other games) is allowed/wellcomed in the forums. If not, then please delete this post. &nbsp

2 Replies 24,600 Views

Well, the old topic is that Death is traditionally offensive, while Life is defensive. Changing roles is not good, imo. I'm not very user of magic, but some things I've seen are related with Life, that needs to be more deffensive and usefull. A quick example: Heal should replenish a number of HP depending on the caster level, not a constant number. I find that kind of balance better than making Life offensive. A question apart is if Death is much better than not only L

11 Replies 22,185 Views

In game settings, the type of the map: balanced and temperate seems to give some more land to settle, while the rest, seems to be more randomized or specialized in a certain type of non setteable land (desert, etc). Other factors are the size of the map (evident) and the number of AIs (the more AIs, the faster the land is settled).

1 Replies 8,084 Views

The henchmen are the main part of Tuidjy's Quest Loop: probably the most OP tactics I've ever tried. Basically, it consists in designing henchmen with Shieldwall (+3 army defense), Bard (+10% army XP) and Potential (+20% unit XP), and the lightining hammer. Then, train a bunch, join them to your sov, and then make a lot of Quests Maps to level them. The more bards in the army, the faster they level. If you give them Tutelage, they will level up even faster. After some

18 Replies 26,500 Views