I'd like to see the options for each tree, although after so much playing, I know many of them. I've found a second path option on a henchman at level 16. It was a defender, and POTG was the possible choice. Sometimes, I've seen it on heroes at levels about 20. But I think that it is a random choice. The same with the high level traits (acrobat, graceful)...I've seen from level 16 and above. As they are so random, to make a guide can be hopeless. I'
SOLOSOL
I liked the post, we nedeeded the city progression info, so thank you. About essence, I find hard to decide. If we got little, it sucks. But if we have much more (for example, ecomental mod), then the essence loses its preciousness and exclusivity. Using snaking mod can allow to choose tiles with essence and a bit more of production (with some luck too in the map generation for a close forest), so using this mod will help a lot in what I think is balancing the game (IMHO).
Diplomacy could have some work to be really usefull
[quote who="dihir" reply="1" id="3290501"]We can already offer tribute, and a non-aggression pact seems equivalent to "Open borders".[/quote] We can offer tribute but only for one turn, I would like an option to give/receive tribute for XX turns. With its bonus/penalty included oc. The open borders pact would be to cancell a "close borders" pact. And this may be needed if you don't want other AIs roaming on your dominions. And it may sound good to use borders, apar
Once the empire is growing, and the monsters beguin extinction, the diplomacy takes a bigger role. At this point of the game, to deal with the other factions should provide some more options to keep the challenge. And of course, having an improved diplomatic system will benefit the whole game. The research points trade system should receive a deep revisit, so why not thinking in adding something else? Reading in different threads about diplomacy, I found some
Maybe another AI (Resoln?) paid Kraxis to declare war on you. And Kraxis is so diplomatic...
You lead a sovereign that can recruit champions. These unit can follow one of the Paths: Assassin, Defender, Warrior, Mage or Governor. There are special units from a faction that can do that too. Your cities train troops that you can design with the technologies you research. The world is dangerous, with roaming monsters and dark wildlands. And many many more features. If you love 4x games you should try it playing some games. IF you want to know more, reading A newbie guide to
[quote who="Murteas" reply="3" id="3290114"]Or just a general open/closed borders option with a certain faction. [/quote] That could be a good improvement for the diplomacy Add it an option to trade units and cities and that would be a great combo
I find other issue with the tech points system. I usually don't use them and leave them grow. When I have around 500 (or when I remember) I trade them in row. If the current research is the one that get completed, pops up the tech selection, but the research is not really working. I have to pick other tech and then come back to spend 1 turn in the "full poped selection". Anyone saw this?
I never got a memory crash. And I have little knowledge on solving these issues... Maybe you should add more data about your OS, graphic card and all that stuff Have you mailed to [email protected] ? It seems they have a long queue now, but they always answered my crash mails I had with SinOASE
[quote who="UncleJJ44" reply="9" id="3289967"]They are better ranged units than bows and longbows[/quote] I agree with you UncleJJ, I tried them and are interesting powerfull units after a good unit designing. But they are just that, ranged units with a special damage (elemental instead of pierce) and requiere lots of crystal, wich we all know, it is the most scarce and precious resource. As champs are the only units that can cast spells (and hechmen, maybe some other
[quote who="Frogboy" reply="2" id="3289933"]Yea, the map pack has completely changed our design for the expansion pack's campaign. A Fun map can make a huge difference.[/quote] In my first games, I found the wildlands as useless, dangerous places that took me space to expand. Later, I found them as places to get XP, but distracting me in fighting the AI. Currently, I think you have a diamond in the rough with them. Have you thought in a game mode or a new map
2 Ways: 1- Fast: Go to city details screen. On top of the left, you will see circles with the enchantments. On top of the circle, there is an "X" that will remove the spell. 2- Alternative: Go to "Govern" (bottom, on the right). Then hit in "enchantments", on top in the middle, and you will see the list of them. Click on "dispel" the one you want to remove. If you want to remove a spell on a unit, you will have to use the way 2 (I really miss way 1 for r
[quote who="dihir" reply="38" id="3289819"]On the subsequent turn the border which marks my zone of control expands and if there were any monster lairs in the newly influenced tiles they become goody huts instead.[/quote] When the ZoC expands over a lair, it provokes the monster to roam. It seems there are some kind of lairs. One of them (usually mites or darkilngs) require to have a monster attached to it, so when the monster is killed, it becomes a goodie hut. It seems that if the m
Tireless March shows some issues when in a turn, units get into an army, or they get out from it, there are other units with the same spell, entering or leaving a city, or a unit has the boots of +1 movement,... the turn after those movements, it seems to work ok, untill you split/join units again....
General Carrodus is now a champion (level 9 I think) that can be recruited if you find it (and have the money, and the tech). It is not a sovereign. Another question is that you create a sov, and call him "General Carrodus"... There are 2 factions that were created (umber and mancers, I think) but did not get a sovereign. So, you have to create a sov for them, to play with/versus them. Remember to choose the proper faction when creating... Apart from these basic factions, you
I'm sorry, I never used it. But what I have read about it, is that it is a skill like the beastlord "tame" than can be used on trained units, this is, units that AI has trained in a city. It is not valid for beasts, monsters, champions, summons, etc. Only trained units. No need to say a Garrotte is not a trained unit... Is it worthy? I think not, as I don't see AI deploying powerfull units, but some people find it interesting... Maybe if you find a yithril juggernaut,
I did not buy it yet, I'm waiting to the weekend to have some time to play. But I 'd really like to know people commenting about it. What you said about the wildlands map seems pretty interesting, I can't wait to hear some more things.
I have not trained the default mages, but I have designed my own mages. These "mages" are just like bowmen: they launch magical rays (cold or fire damage), but they have no skills or traits for casting spells. I would really like that a new trait was created for designing units, to allow magical skills, like the magical traits in the henchmen.
Provide that savegame (dropbox or whatever) to check it.
And you can raise lands in the coast to create a land bridge, or to get new tiles available to settle
Right. Non agression pacts takes 50 turns long, while alliances last around 99. And untill now, players can't break these pacts (AI can)
Yep, +10% HP means that with 10 towns, you double your unit's HP. 5% is nice anway, and if 1.1 do not modify the alternatives to make them more viable, I guess I will still choose it. That only means you will need 20 towns, instead of 10, to get double HP ;)
[quote who="Vallu751" reply="7" id="3289226"]SOLOSOL, why do you feel having a second fortress increases the need for more towns? i'm under the impression that town food boni will stay exactly the same no matter how many forts you have. Let's say you have 5 towns each providing +20 food for all cities. If you have 1 fortress, it will have it's own food plus 100 extra. If you have a hundred fortresses, each will still have it's own food plus 100 extra.[/quote] Thanks fo
In my last game, I'm playing with around 20 AI in a huge map (using a pack of mods from someone that posted them with a savegame). In the late game, the tech points they have is just awesome. Like the image from above. Not sure about this, but could it be related with playing with losts of AIs? Maybe there is a leak in that 10% or whatever, that it is not lost after a trade. As each AI seem to use it to trade with all the other 19 in each turn, it results in that H