Steal Spirit spell does appear not to do anything except kill one of your champions.
Nathan E
Other games, I think the spacebar has been used for this. If no path for a unit, then it uses up his remaining moves. If path defined, move the unit along the path. Other games, also seem to remember shift-click being used to define a path for a unit but not have him move yet.
Didn't know I could turn auto-select next unit off. I move a pioneer to the tile I want. Sudden pop. I'm now looking at another of my units on another part of the map. Argh!!
Know what your trying to describe but what you typed is way confusing. When you group up units with different movement rates into an army, it causes funkiness the turn that you un-group them. It would be nice if the whole group and ungroup army didn't play around with the army leader's and other unit's used movement.
I've seen this too. The tiles look like a plain and are next to a river. The when you highlight that tile, it says its a river. Movement through it happens like it's a river. "I've also seen in .86, a tile that labeled as cliff had some other kind of look to it." This previous sentence I first posted is a mistake. What actually is happening is a plain is south-east of a cliff. When I hover my cursor over the plain, it will say its a cliff. If I zoom in very
When a city is selected. B brings up build side bar. T brings up unit training side bar. Escape key will close these side bars. You can hit B or T to switch back and forth between them. Hitting D will pop up the city details window (which the escape key won't close). When an individual unit is selected. E brings up equip window. T brings up trade window. Playing around with the quick save, it seems to do very bad things after I load from it.
In .86, the animation loop caused by getting stuck on terrain also seems to cause major slowdowns when you have them on screen. Of course this is only noticeable in large map, late games when the things are already chugging.
Late game, I did see the AI with lots of units totally equipped in some kind of enhanced chain mail. Chainmail with slightly better stats than my normal chainmail. Equipped with a magic spear too. His Archers and mages weren't wearing this chain. Which makes sense. At that point my faction power was 730+ and his was around 550. Date was around Fall 260 A.C.
The exp you get after battle is presented after each battle. The needlessly small window that comes up and lacks labels on the numbers it shows. On the left is the numbers for each of your units. First column is damage taken. Second column is damage given. Third column is the exp each unit earned.
Seen the same thing. Seems AI is very poor at defending cities with units. They do build that defensive animated statue in all of their cities.
In late game, I've seen 6 unit AI armies with a pioneer and a combo of bowmen, mages, and chainmail wearing swordsmen. In mid game, another AI quickly wiped out 3 other AIs with cheap armourless units. If an AI doesn't have resources, it seems to do wacky stuff with what it's producing.
[quote quoting="post"] First of all after playing through several times .86 strikes me as the beginnings of a great game. Way to go Stardock. However since criticism is what will make this game better here is mine. The strongest part of the game right now is the questing and magic. It's just fun to explore the interesting worlds that you have created. Also magic is fun and interesting as well. Not that these areas are perfect, far from it, it's just that they are the more
[quote who="seanw3" reply="8" id="3091710"]If you stay at just one city and specialize in prestige, you need lots of grain in the early game. People who expand quickly should be looking for materials. That said, +.25 Prestige per Grain would not go amiss. [/quote] I just finished a large map, challenging game and had been limited to 2 cities early-on due to quite a poor starting location. The faster city growth definitely hel
The Abandoned Dig quest spawns 6+ Scrap Golem Armies near where you started the quest. If the ocean is nearby they will spawn in the ocean. They appear to enjoy the swim. This is an issue since obviously iron scrap golems should not like salt water! Also the destination for the quest, the Lost Temple, can spawn in an unreachable spot. Mine spawned at the junction of 3 walls in the Imperium.
I took over 10+ AI cities with my ruler on horseback, a size 3 and two size 5 scouting swordsmen. After upgrading them to chain, they just started stomping numerous amounts of the AI's leather clad units. Even though I'm now producing size 7 scouting units on horseback (4 movement) with amazingly boosted stats. These 3 old units leveled up so much, they became too valuable to ever dismiss. Have seen the AI waste money building adventurer's guilds and command posts all over
I frequently send units in completely the wrong direction when I'm clicking with a top mountain top immediately below where I want to go.
Why would you waste super valuable horses on a pioneer? That is madness! Now mercenaries are quite cheap too produce. Unfortunately mercenary tech needs to be lower on the tech tree or something. They are also too infrequent on the map. Possibly make them come from a building you could add to a city?
Really? Next game will use that!
Lower land should work over a 3x3 area to also take care of adjacent mountain sides. Currently, I have tons of mana but its too frustrating to bother with.
Noticed the same issue with champions getting map loot that they already are using. The loot database seems to have a good number of weapons but less in armor and shields.
Thanks for the pics. Too bad no map overview picture.
I have a 4 core Intel CPU and .85/.86 does close to 100% on core 1, almost nothing on cores 2 and 3, some varying activity on core 4. Doesn't behave the way I thought a multi-threaded game would. My first .85 game is on a large map at challenging difficulty, 7 opponents. Been playing this single map non-stop since .85 released. I started off on a large peninsula by myself that only allowed me to build 2 cities. Lots of desert area near my start. Was far behind when
[quote quoting="post"] -Fire/ice elementals are too weak. They are too hard/expensive too summon and give too much exp/loot. [/quote] I don't think they are too hard/expensive to summon. They don't do too bad when added to an army. Though a summoned ice elemental only moves 2 squares. He would be much more useful with 3. So then increase the fire elemental from 3 to 4. The ice elemental's ability to
I took 3 champions into battle with a Shrill Lord army. Thought I'd be smart and Firestorm them first to take out their health. Then my 3 got Titans breathed twice. On the 2nd wind gust, two of the champions got blown off screen and out of the battle. The tougher guy, stayed in there and killed a bug. Then the big mom bug took him out, battle was lot. Afterward my wimpy spell caster from that battle was a little dinged up. He got 6 different permanent injuries from
Perhaps the AI is lair farming? Usually doesn't take that many turns before a new mob will spawn at some locations. [e digicons]^_^[/e]