My first game with 1.02, it took me a while to find horses. While exploring, I gatherd the money to buy one for the sov, and after the research, what was my surprise that the shop only had a white warhorse, with +40 wigh capacity. And higer price, the vendor took me 200 g. When I found horses, in the unit design only could see the same white horse.So I though it might be a bug or something, and started another game to be sure. But deleted old saves... The vendor sold me
SOLOSOL
[quote who="GFireflyE" reply="1" id="3279308"]Agreed and fantastic idea. In addition, the spell of Making should be VERY taxing on your sovereign. He should HAVE to cast it from his capital. He should HAVE to remain in his capital during the cast. The cast should take an lengthy duration to cast. For a medium map, it should be no LESS than 30 turns. EVERYONE should go to war with you as you cast the spell. I know this sounds grim, since you have been f
[quote who="BlueHawkSun" reply="5" id="3278717"]If you are going to use autoresolve for battles, consider putting your toughest units last in your army. Damage seems to be mainly assigned starting at the end of your army and working backward. For example, your mage will probably die, but if a warrior is there they may not die. Keep in mind that if your army enters a town and then leaves, the order of your army may be different. It pays to check it before that next glorious battle.[
Yeah, I'm trying to upload to imageshack or someplace
1.02 Diplomacy When in 'proposed treaties', the AI perceived value is hidden by the Add To Offer box
Always I've checked the AI sov and heroes, they were assassins. As far as I remember since 1.0. Can't say I checked all, anyway. Magic and AI still not mixing fine? To say that the best mage is an assassin, may lead to think one or two things about magic
Yeah, is like Quick and Fast for the initiative, although this time is +1 and +2 I think. I guess that it is a way to access to those bonus easily among all of the rest of upgrades
[quote who="Kongdej" reply="14" id="3278824"]The time between update 1.00, 1.01 and 1.02 have been just perfect, to be honest any quicker than that is ok, but gets painful with mods. Talking about features, come on and fïx those bugs instead [/quote] I think the same. If there is a good amount/quality of buf fixes and general improvement, I find it very cool to share with us. But I think that having some time to test it, play it and keep feedback for possible new issues is i
The Early Game is probably the most difficult part of the game, at least for me. You start with a baby Sov and a baby champ, in a dirty village of a few ignorant people (no techs), and surrounded by all kind of monsters. Developing a good foundation for your future empire will make the difference between a fun, a boring or a pain of game. I started playing challenging in the betas. After the nerfing in released version, I had to turn to normal difficulty. Reading hear and there, and t
[quote who="GFireflyE" reply="37" id="3277740"]I still think the answer lies in the Manual Placement Option. If auto-placement is active, deny snaking as the AI is not attempting to do so. If manual-placement is active, allow snaking, since AI is attempting to do so anyways. Problem fixed. And 100% of players are very happy with their cake.[/quote] If this could be easily done, would be the perfect solution
I agree with that. And it is a good motivation to go to that path in the case you don't find more heroes.
The randomness in resources, beasts, tiles, heroes, map shape...and the order you find them makes hard to follow a determinated path. Add the faction traits, the magic system, and the loot you might find and all gets more and more complex, as you have to make long-term decisions, at same time that deal with improvisation. The game changes a lot from early to mid game and when late game arrives, all the cards must be on the table. In early game, exploring as much as
[quote who="Tasunke" reply="59" id="3277594"]Quoting Tuidjy, reply 46 Actually, chance to resist = (100 + spell resistance - spell mastery) / 100 True. I do, however, find it easier conceptually to represent it as (100 - spell mastery + spell resistance)%[/quote] When I see maths, I prefer keep quiet. Don't like them ;) [quote who="Chiarden" reply="60" id="3277607"]PS: Those
I like the double loot too, but only refered to pelts, webs, fins and all that (I mean: not 2 swords, or 2 scrolls). After all, it is just a gildar bonus attached to loot. The hunter equipment is nice idea too. To finish the buff, I would add +2 to critical chance.
All this seems to come from early rushing. I've seen some other posts stating the same. I have tried attacking soon the AI, with a beastlord tamed army (well it was sov+harridan spider, the rest of beasts were with my other champ) and it is true: easy win. The solution cannot be "give time to the AI to grow"...I like taking time to build and research, but if I make a strong army and find the AI cities are weak...temptation is so big... I'd like some solutions could be
Well it seems most people agree in that BL is ok as it is. Maybe for us who found it OP, it was only because the games resulted specially good because of random conditions (many beasts to tame), or we could squeeze a lot the benefits... For now, I have changed the thread tittle to an interrogant, but disussion is still open if anyone wants to add suggestions/opinions.
I agree with you in the good professions, as I have played them. I haven't played the "bad" one yet (and little interest for now). In fact, I'm playing now a summoner, to see how could it be improved, but it seems it would require a great buffing. Maybe if summon granted +1 level/level of sov? At least, they could server as tanks. Other than that, it sux too much for now. Hunter: is like the bad copy of beastlord. I can't even think a way to improve it. A tra
[quote who="Humility" reply="6" id="3277481"] I try to making simpe map, but I don't see how I can add or mod grains, marterial and essences in map maker in the game...and put land spot one by one is way too long, there had to be easier way to making map.. map maker isn't good and not very simple in this game.[/quote] Try ecomental Mod, it improves the tiles significantly. It also sets the distance between cities to 5, so you will be settling many more cities. I s
My suggestions: - Fortress should have the max production tiles, to build and train faster. Some essence would be fine (hammers, and later for buffing spells) Generally one or two is enough, as it takes looong to fully upgrade. So discard cities with less than 4 of materials for an effective fortress. If you can attach clay pits (+1 material) better. And special buildings are allowed 1 per faction, so the best units will come only from one fortress. Anyway, I want a second for
As stated, if you press Ctrl+N, a new map will be generated (faster than starting a new game, but sometimes it leads to a crash if abusing). Anyway, take in mind that randomness is big part of this game, so having a "perfect" place to start will be "uncommon" or "rare" ;) and might take many times trying. And once you explore, you might find that there are no other good things near...or big lakes, or long mountains...
[quote who="Viperswhip" reply="10" id="3276911"]Penalties at weight? Oh crap, see there is another mechanic that passed me by, I just always piled on to max. Does it tell you the penalties if you mouse over the weight bar on the equipment screen? I am at work.[/quote] Under the character image in details, you see a blue bar indicating encumbrance, Hover there with the mouse and a tooltip indicates penalties
I'm afraid that we will not get into it. From a "logical" point of view, not allowing sneaking makes the same sense as not having a roadbuilding unit. I mean, it is a decision from Devs. We find it arbitrary, they will state reasons for doing that way (or not). If you need a forest to build a lodging camp...the city grows and now you have access to a forest! It is so hard to understand that mechanics... I will complain, and bump every post I see related with it.</p
There is something wrong with the 5 turns required for city razing and AI. I have checked it too. Or remove it for everybody, or it should be respected.
I agree too with giving more uses to influence, as it would add one more layer to strategy
[quote who="taltamir" reply="51" id="3277213"] How about beats require upkeep. but upkeep is waived for all beasts stacked with the sov?[/quote] That sounds nice: upkeep for beasts that are not under direct control of the Sov, this is, in the same army. IDK if this could be easily implemented, but untill now, it is one of the best and fair (and I think easy) sollutions. I'll add to OP.