As it has been said, it is not so related to the monolith, as it is to the insta-road system. The decalon takes 2 points, the monolith 50 mana, the tech is far in the tree. And all can do the same with a pioner, with a bit more of effort. Anyway, you still need an army to use the roads. Insta-roads, btw, can (and probably will) generate more discussion. I think that currently, insta-roads and city snaking are the trending topics ;)
SOLOSOL
[quote who="Humility" reply="25" id="3280871"] Yes, I agree and it's very annying...I find that melee is much easier to playing than power playing (mage stuff) When playing as kingdom, I rare, it's very rare to get those horse, even metal....crazy...[/quote] Playing magic in early/mid game is more difficult, as you need mana, spells, and good gear for magicians,at the time you develop magic instead a melee champ. Magic is more a support at these moments, a
Both of them sounds good. In my case, I have started a game with Lord Realass to try that quest loop, and some other things (I want to try to get white horses by engulfing a ranch, as you told me). To tell you the truth, I'm not very interested in the quest loop, as I find the fact of buying quests very artificial: it breaks the idea of random quests, and the standar development of units. But the option is there, and I want to see how does it work. So if your playthrough m
Yes and not I mean, one thing is an effect that depends on a suply to work (like maintenance spells). Other thing is an effect that has a duration. Talking about bonus, is more difficult, as they might work as a spell or in a different way. For example, the enraged bonus of wolf. Once enraged, it is ok to be enraged even after wolf is dead, as it says it will affect until the end of the combat. It is specified how it is working, and it makes sense. For the dodge skill,
Ok, let's screw it a bit more. Accepting this mechanics, would mean that ZoC do not expand on improvements, so you will need lots of more outposts to get the resources and your cities safe. Currently, it is necessary spamming a lot of them to connect cities, etc., Can you imagine how many pioneers would be needed only to build outposts to protect cities (give them safe ZoC) with this mechanics? As said above, you fix a problem but other things might get wor
I think the city militia only appears once per turn. If same turn, city has 2 attacks (conquer + reconquer) then in the second attack, there is no militia. Not 100% sure, anyway.
[quote who="Kongdej" reply="15" id="3280283"]I am happy someone saw how they could do allied victory, I have NEVER been able to do the allied victory, the AI usually cramps up being mad in a corner, and at that point I might as well get them to surrender. [/quote] Thanks to OP, I got an allied victory last game. Instead of kicking last AI city, I accepted peace, and bought the alliance pact (it took me >400 gildar!). That way, I got the Alliance achievement, and sa
I don't use these scrolls. I sell all I find, because if I find, let's say, a fireball scroll, and I keep it for a better moment, finally I never use, as I don't need to. I prefer taking the money now and then rushing buildings and units... I'm always run out of money, so I would never pay 90 G for a blizzard scroll (900 for 10 scrolls? no way). I don't even know where in the Tree is the tech required. But in my mid/late games, money is more important resource than
In MoM, you needed at least one unit in order to raze a city. And after razing, some goshts rose and attacked (or that was in AOW?). BTW, monsters don't need to wait at all, so I find this mechanics totally unfair and not justified. I tamed a hoarder spider and sent it to a city, and still took 5 turns to raze...an untamed hoarder, 1 turn, and tamed not? Come on... <a id="ctl00__Content__RepeaterReplies_ctl21__LinkUser" class="hand" title="Click user name to view more opti
100% agree. I didn't think in disbanding old units, just got them sleeping, as you said.
Interacting with a given artificial world is natural for the people. Raise/lower is nice, but apart from it, outposts and instaroads, the is no more interacting, except the cities. Cities allow some expression on the way people want to develop the empire, and also gives some personality to each city. While some players will not pay attention to this, others will spend time in rotating each building. Apart from stylistics, there comes the practical things, that are related to c
There are 3 possible victories apart from pure conquest: alliance, SOM and MQ. Alliance is treated in other post and it is very related to Diplomacy and AI, so I want to focus in SOM and MQ. They both seems to be options only for the player, and the AI is not reacting to them, so they give a feelling of being out of the standar game. 1. The Spell Of Making. All the AIs should react to it, and should be able to cast it. To make AI react, at least slightly, I fin
Victories different than conquest seems to be hard to deal with. If faction power is the main (and only?) way the AI measures the behavior towards player, it leads to these strange situations The diplomatic options are still very weak, and they are very rigid. Very few treaties, they have a determined duration, and there is nothing you can do against, but wait untill they expire. I don't see prestige effects clearly, although they might be there, just hidden
Agree in everything. I found him once too ;) Most of heroes above level 4 (5,7 and 9) are POTM, and usually have, at least, 2 magic schools. So you will not be able to customize them, just have to follow that path. There are exceptions, but that is, exceptions. That is my impression, at least.
I don't like this solution. If improvements do not expand ZoC, you might find in a bad situation: As the fog of war is just at the next tile, a monster there might attack the city via improvement on the next turn and you will not realise untill it is too late (the "there are enemies in your ZoC" message will not appear). We all want a solution to this mechanics, but as Tuidjy said, before implementing something that might radically change gameplay, study the consequences.<
I find the early game the most difficult part of the game. The faction and the sov traits plays a lot, so depending what are you playing, things may change. Anyway, there are a few common tips: - Build an army for your champs as soon as possible (clubmen first, later spears). That will help them to survive. - Pick wisely your fights. Making an army is long, so try not losing units in battle. Fight them personally, don't autoresolve, to improve chances of saving hur
Without a good weapon, assassins only deal good amount of damage when they hit a critical strike. So the best traits are those wich give more critical strike (and critica strike damage) and the ignore armor (shadow strike I think). Equip them items that improve critical strike are a must too, if you find of those. They have also other nice traits, like dodge, but for more damage I can only remember those as the preference.
Ok. As far I can remember I've seen that "bug" too.I saw it when trying to settle in a forest tile with essence. There was a condition implicated? Like capturing an outpost at the same turn, or fighting in an ogre camp? I only remember those two. But once settled, I tried to cast and it did not allow, saying forest tile but without realizing the new city. So strange. But same than you, with the city expansion I eventually could cast, but not in that tile. Now you r
Comparisons are for who wants to compare. If you blind yourself that way, you will not find what FE got to give. Don't like some things of the game? Yeah. Some could be improved? Sure. But in overall, and really after 1.02, game is ver nice to play. And I like the feeling of looking many things that are getting improved with every new patch... If anyway you don't like it, there are plenty good ones now and a lot to come.
Me too. When the SOM coincides in the same turn than researching a tech, the game is bugged and crashes. I though it was fixed, but for now, I try to not make both of them coincide in same turn, just switching to another tech...
[quote who="puntarenas" reply="3" id="3279583"]Golems are meant to be tanks, so let them tank. Give them even more hit points and/or armor and a special ability that make enemies focus their attacks on them for several rounds (note: should of course override human player's attack orders on other targets).[/quote] I don't want to compare Juggernauts vs Golems, and it should not be necessary. I agree in giving them some more HP. Skills? +1 armor/level. Let them be
I think the road mechanics needs some more love. Roads through swamps and deserts should give some penality movement. Pioners building roads for all factions? I need roads without having to use one specific faction, or convert a hero in a useless Governor, and try to level him untill, with some luck, the roadbuilding traits appears. Last game, I growed a POTG untill level 15 and the trait didn't appear. The outpost:The upgrades takes a lot of production. It would be great i
I've been thinking about it. Raise/lower or buffs for units or champs, or even cities... What about adding a button somewhere in the UI* with the "RE-CASTING" skill? This is, casting again the last used spell, whatever it was. *The natural place would be at the side of the "SPELLS" button So you don't need hotkeys bars and nothing else, just hit that button and last spell is casted. If the button said what was the last casted spell, that
I have to try that of engulfing a ranch with a city. It would be nice that sneaking a wargs ranch, gave War Wargs in the city's shop
Yeah I think I was playing with them. And the hero I saw, should be too. I recruited only to steal the horse ;) Thank you :)