SOLOSOL

SOLOSOL

Joined Member # 4574513
0 Posts 5 Replies 689 Reputation

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

11 Replies 14,135 Views

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

7 Replies 21,540 Views

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.

94 Replies 845,620 Views

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

4 Replies 6,231 Views

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

29 Replies 32,268 Views

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

15 Replies 16,051 Views

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

2 Replies 6,016 Views

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

0 Replies 2,940 Views

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...

91 Replies 212,729 Views

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

86 Replies 280,915 Views