Expecting so much the new patch :)
SOLOSOL
Yes, I have been playing Beastlord lastly, and after taming some spiders, I found a close AI with 2 cities (I had 3)...I though in trying a quick attack, and the results was I won the first city. The AI sent me all it had, but I won again, so the last AI city fell next turn... one faction over... A question apart is that I'm finding that Beastlord can break the game...I'm not picking it anymore... Pacing in this game can very very difficult. If player gets a good start
I like the implementation of RPG style for heroes and units in a 4x fantasy game, so you identify with your sov and champs and want to grow them as powerfull as possible, while developing an empire. The designing of units (weapons/armor/trinkets/traits) is very nice too. I hope this Christmas brings us new wepons and traits ;)
Good idea for a post. In wich difficult are you meant to play? Because things can change a lot... In general, playing vs my custom sov and the vanilla sov (both same faction), my custom get more Faction Power and faster. It means nothing, anyway. But my custom tarth AI killed Lady Irane in mid-game, while I was still exploring the map (curious: both tarth in war, and close to the rest of factions). I guess that AI might benefit more from passive traits (like armorer so
I don't think so. AI is just following the code. But next time, if you are interested in a champ, build an outpost to get it controlled, untill you get the $ or the tech needed.
Yeah, spell mastery is not shown neither. Anyway, I think that axe is for Juggernauts, not should be a loot for heroes (or maybe only for trogs)
Now you make me doubt, but I think I've tried sneaking 2 or 3 cities with no forest surround, and once they get access to forest, I could build it. I tried to be sure. Maybe one city had forest in a corner, so could not build it in the begining, but when it grew, it gained access. But I think the other cities had no forest surrounding. I'll check it again.
This post never ends? Lol
There are ways to mitigate spread: - Growth. The more cities you have, the least they grow. - Unrest increases if cities are not inside ZoC. That means a lot of outposts. - Maps usually don't have many fertile lands to settle (even the temperate). So we settle when we can, not when we want. And this is a 4X game, for God Shake, do you intend to cut it to 3X? ;) What I might agree is that only the FAR cities (lets say 50 or more tiles) could have som
One more vote. We want, we need that scrolling
I disagree too. In fact, I was about to propose to give one more trait (once new traits are added)...
I have recently seen (1.01) that sneaking to a forest now allows to build the lodging camp. I have not tried with rivers (for the pier). Can anyone confirm this?
Hehe roads is other ambivalent aspect of the game. We cannot do them (except a faction, and a hero with POTG + road building trait, that is at least level 5 with a lot a lot of luck), but they "magically" appear between cities, between outposts, and between capital cities. PRevious posts have staten reasons pro and vs. Since we cannot usually build them, I find the "insta-build" a must. If any faction had the possibility of a road-builder unit easy to get (just the same trade
I've been thinking that the game would benefit in more variety of units by creating specific traits, like the slave or jug trait. The idea is that each of the traits suggested gets unlocked with a tech, so as the game advances, new traits are available. Also, they can be attached to certain buildings (wich is almost the same, just have to build after the research, to gain access). Or even to a certain level of city (that would give a good excuse to upgrade to different kind of cit
Such a big list...many of them have been posted before and still here... I hope some of them can be fixed for next patch...
This is something that would be nice to use influence for: to break treaties
I'm weak at maths, but it seems that something should be done with them
As stated before, there is a limit for units or heroes (it doesn't matter) in each army. At the beggining you can have a max of 4, then you have to research technologies that give you +1 army size. Drills give you only that, while other techs give more things apart from +1 army size
I find it a minor detail, but I would like to see them over the rivers
I have seen how the AI puts 12 units in the same tile, but each unit in a different army, instead of combining them in the same stack. No need to say that is silly and pissing. http://imageshack.us/photo/my-images/528/12units.jpg/ Although it generally does the stacks, sometimes it feels like can be improved. Please try to give a fix to the AI to improve in combining armies. Edit: This game
36. I started in the c64 era too. Loved old RPGs untill arrived Diablo and broke the concept of traditional RPG (I played it a lot, but after that, RPG was not the same, and I got tired of it). So I turned to strategy games, turn based or RTS (Age of empires 2 the best for MP, I still believe it). And when I found Master Of Magic, my gamer life has not been the same... I've played D&D and some others long time ago...
I think is not a problem of doing it fair or not, but a bug problem And knowing how to cheat, will not help you. I prefer not know, to avoid temptaion and break the game.
The same could be said for short bows.
More than visual differentiation (wich may help, but I find secondary) is the stats differentiation. It has been said some posts before, and I will add more suggestions: - Unique units. Each faction should have at least 2 or 3 unique units with an specific use. Like jugs. Like hench. Like slaves. I miss monks that can heal, magicians that can use one or 2 spells (attack or defence), druids that can entangle or daze...I think it can be easy introduced by adding traits. Many of