i have no idea what the OP is talking about. needs better grammar :( what is M&r ? the great wolf isn't much of a threat. I't can't counterattack when it's dead. The flock of little wolves with boosted damage are a bit more of a threat, especially to any unarmoured target. Maul does NOT trigger on a counterattack. I'm not sure if backswing does, i've never tested that. there aren't many ways for a unit to have both of those abilities.</p
NanakoAC
I wanted to open discussion on this topic. I feel that mounted units are in need of a bit of rebalancing. Given the option, why would you ever choose to not have a mount ? Depending on exactly which mount you have, you get extra movement, immunity to being knocked prone, and (depending on exactly which mount) bonuses to evasion, initiative, and/or carry weight. As far as i can tell, there isn't any downside to these things. Mounts have no labour cost
As to the regularity of updates, no it's far from annoying. Computers naturally gravitate towards more communication, not less. Frequent updates become more and more tolerable over time, (not that they were much of a nuisance to me anyway) and in my case since i have steam, the frequency of updates is largely irrelevant as the updating process is done in the background without pestering me. i just start up one morning and find the version number incremented, and some bugs gone. Ri
This seems like a bug, or at least a design oversight.
for what it's worth, i'm still getting frequent crashes, especially when loading a save file. I've been playing since 1.0 and i've not noticed any change in processing times between turns. however the game does seem to run at a higher framerate than it used to. Aside from CTDs, the second most common crash is when the game hangs endlessly while processing between turns, it occasionally seems to stop doing anything, and the next turn just doesn't start I get an occa
i agree with a dodge penalty, that would help. I also think there should be slightly more resolution to it. Like 3-4 tiers of penalties instead of two. Perhaps as well, we could have -1 movement at the highest level of encumbrance. Regarding mounts, yes they are silly and overpowered. There's basically no reason NOT to have a mount. that's an issue which needs addressed.
I agree, i've seen this issue several times. The AI seems able to spontaneously cancel Non Agression pacts, and "Demand tribute" treaties (where they give you money) In many times i've seen these treaties just mysteriously end, sometimes just 2 turns after they were signed. There's no option to reinstate them, in the diplomacy window they just vanish. I'm not sure what's causing it, my best guess with the tribute is that they decided to send
I'm recently starting to make use of the Summon Familiar/Imp spells. FOr those not aware, they cost a permanant 1HP from your soverign to summon, and they're fragile little creatures who can cast every spell (but not skillls) that the sovereign can, albeit without the soverign's spell mastery or spell damage bonuses. They're immensely useful for things like hasting yourself or throwing various debuffs onto enemies, or casting heal. They're fairly useless at offensi
altar are overpowered. nothing compares. end of story.
the game REALLY needs some kind of manual deployment. I'm sick of my familiar dying because it has 14 HP and no defense, and it gets placed in the frontline. Wolves just charge straight at it and 1-hit kill.
it's a magical friendship pony ^^ i've had it twice, but i never got around to actually USING it.
I agree with everything you've said! It rings especially true for pariden. They have spellbooks to give four of the five available schools of magic. So you'd have to be an idiot to design a sovereign with anything but life magic. You take just that one spell school and learn the rest later. spend the extra points on Brilliant and Attunement and Impulsive
poke
[quote who="fenwe" reply="9" id="3277641"]A military conquered city should lose half to three quarters of all built improvements, regardless of who conquers it. Spells that allow you to take the city using influence should not be affected by this, since they aren't really able to be captured that way until mid to late game, or at least I have never had the influence to do it until then.[/quote] for what it's worth, i don't quite agree with this. i think late
[quote who="Bobchillingworth" reply="6" id="3277579"]In Civilization IV (and Fall From Heaven), cities typically will lose a little over half their structures each time they are captured. Having myself been astounded at the goodies you can capture in FE in a high-difficulty game early rush, I can see why that mechanic exists. [/quote] ha, in ffh it was more like 95%. almost nothing is left :p but structures aren't the only thing here. There
agreed on all but adventurer, i jut don't think saving a bit of gold is very good. I'm always loaded with any faction i play, gold is never an issue if you play right
it's been fixed in 1.02 apparently. try out the new patch and let us know if there's any skills still not working, that should ^^
Everyone has probably seen throwing knives. They're technically an acessory which is found frequently in treasure, and can be bought quite cheaply from your shop after some early tech. They give a short-ranged attack (3 tiles) which has a cooldown. In theory this should provide an interesting tactical option, for example allowing advancing melee units to throw one before entering the fray. In practise however, they're pretty useless I don't think i've ever seen
Fortresses: -One in your best production area. make it a strike garrison and fill it with armories and barracks. Produce almost all of your troops there. -Fortresses in far reaching areas which are on a frontline and need defending, but your army is stretched too thin Enclaves: -Cities with lots of essence. Ideally 2+ Towns: -Next to gold mines and any other financial bonuses -In sites that have tons o
autoresolve doesn't work amazingly in general, i feel. The unit with the lowest defense seems to almost always take damage, even if it's an archer and you\re facing a horde of slow moving melee creatures. restricting mana usage would be nice, yes ^^
the various different wildlands have different conditions for clearing them. Some require you to kill all enemy armies (possibly including ones that might have wandered out of the area) Some require you to only kill a specific boss monster Some require you to investigate all caves/treasure areas And at least one (Imperium) requires you to found a city inside it, on a specific spot (it's the only buildable tile inside the walls)
A little context leading up to this situation. I had just lost a single, lone juggernaut, which got ambushed by a flame lord. Elsewhere on the map, i had lord relias, alone, he had move orders to go to a tile just below a northern city which was about 20 tiles away from where he was. and elsewhere, an army of 4 units including my soverign, with no move orders. At this point, my maximum army size was 5, so that army had one space in it. These two armies were my only units
so i'm playing a trog game, focusing on early zergrushing my enemies. I've wiped out 3 factions and conquered 6 cities, before i finally decided to go into a settling down and building phase. These cities i've taken, are unlike anything i've ever seen. Thanks to turning the difficulty up higher than i ever have before, the AI cities were given massive bonuses, which are now mine. I took the krax capital which has a BASE yield of 6 grain, 3 materials and 2 essence. It a
could someone please test the attached save file. I can't load it. Whenever i click load, the game music skips for a few seconds, and then the game crashes to desktop about 10 seconds later, every time. I've tried this five times so far but it just won't work :( i have two autosaves which were after this, and they won't load either. So my trog empire is just gone if i can't get one of these files to load ;-; file here: http://www.m
That army is part of a wildland. The Great Scrapyard i think it's called. They definitely do have defense against blunt, though it may be less than their other defenses. Regardless, there are a few ways to deal with heavily armored units. In order of ease: 1. Spears. They partially ignore armour. Stack up a huge bunch of spearmen with as much armor as you can get, and go a-stabbing. 2. Elemental staves. Fire ice, (and lightning for pariden). They're in the magi