I like Diplomat a lot. Being able to convert a tough unit to your cause can really make a difference in city sieges. And yes, my sov wears a white dress and is named Kahlan... :P You should definitely think about pairing a Diplomat sov with a faction that has Legacy of the Serrane, as you'll be earning influence every time your caravans complete a trip. Long story short, you'll never run out of influence so long as you have caravans running. Yay!
RemingtonRyder
If you don't see on SDC, log in here and do things caveman-style. I mean hey, the first weapon you start out with are clubs and staves, so it's kind of a thing.
[quote who="GFireflyE" reply="11" id="3277986"] Since I made several comments and concerns about 1.01, I feel obligated to comment on how 1.02 progresses in the realm of memory for 32-bit machines. Spun it up for the first time and ran at 370K. WOW. Not bad. A little higher than 1.0, but greatly improved from the 700K in 1.01. Then started my the game and was further impressed, only using 550K of memory. [/quote] Uh, I think your units are a little out
Which is why when I'm at war with an AI and they send pioneers at me, I kill them the turn that I spot them. Gilden likes using that strategy so he can figure out where to send his overarmoured minions.
I like to play a faction with Enchanters so that regardless of initial essence availability I can improve the tile yield with Enchanted Hammers. Then I don't have to be too picky about where I settle. And if I'm lucky I will have a fortress with four essences and of course, a conclave with that many as well. Awesome. :) It's worth exploring for a turn or two to see if there's a better place to settle your capital, if your starting location is a bit la
Well they just founded a new city and what can you do in a city? Rush units. Like pioneers. If I had a pile of gildar and a lot of land to settle, bloody sure I wouldn't wait patiently for sixteen seasons for a new Pioneer unit to be trained. The population requirements for Pioneer units should increase, basically.
The AI may think that it has a stronger military than you but the reality is that if you have an ungodly supply of mana, no army can beat you. When an opponent becomes a threat, you wipe out their cities with volcanoes. It's messy, but effective. Much better than Terror Stars in GalCiv 2.
Too bad the infirmary doesn't heal wounds, just hitpoints.
So that when my ally is down to their last city and are taking a beating, I can liberate their occupied cities and get brownie points in diplomacy for it.
Penny! :D
Honestly, the AI has a lot of trouble even fighting against another AI that has powerful units on the field. Empire runs their armies at those Gilden units with the light plate and sledges (Shields of Gilden) and they just die horribly. Although high defence can be overcome, the AI doesn't always have the means or the ability to do so. The most that my Empire allies could do was serve as an infuriating buffer because their cities had become chokepoints in the landscape,
It's useful if you have other casters doing damage and inflicting status effects in the meantime. That way you're not losing as much by being out of commission for one turn. Quite often I also Haste someone who is casting Focus so that they get their next turns faster.
[quote who="Frogboy" reply="11" id="3275208"]I was going to have the AI scan your hard drive for incriminating files, then black mail the player into letting it win.[/quote] Like this ?
I would agree so long as it's only to suppress unrest caused by things other than taxes - Antipathy, leader with the Cruel trait, Black Market, that sort of thing.
That's why when I go questing I usually always have a pioneer laying roads behind my sov. It means that when I need to head back I waste little time getting back to a city. It would be nice if there was a unit trait which applied the Scout bonuses to a whole army so they could move at normal speed over rough terrain.
I think that roads should be a production job, and at the start of the game, they will only go to other cities that are fairly close by. Trading would double the distance a city looks for another city to connect to with roads, and add a production job for 'Roads to nearby outposts' while Economic would add jobs for 'Connect roads between outposts' and 'Build roads to faraway cities.' If an outpost or city is destroyed then any roads that connect to it sho
It's possible for a tile that isn't part of the river to be marked as River terrain with the associated movement penalty, but look like Plains/Grassland. This was on a tile adjacent to a bend in the river.
If there's something bad I have to say about the game it's this. Start in a bad location, and you're in for a game where you permanently have your back to the wall. I had a game where Gilden were sending guys in Light Plate with Sledges and although I could handle them, my hands were pretty much tied as to how I could handle them. Then they decide to change tactics, so I have to juggle my units around and adapt, fight some more, basically neither of us g
Crash dump file as well.
Tactical battles in cities with mana shards are still a bit sluggish.
Something to bear in mind though is that if you have a Death mage then all defence can become irrelevant (Curse, Mass Curse). If you're packing a bunch of Frost Mages then defence is completely useless to your opponent and Dodge quickly becomes king.
As the title says, moved the unit, game crashed straight away. Debug file . Enjoy.
[quote who="Heavenfall" reply="16" id="3272803"]I submitted a new mod and that got approved instantly, so I guess the old stormworld submission got caught in the time vortex.[/quote] See these men in blue boxes that like to leave the brakes on, they're what's holding up the queue. ;)
Okay never mind, unchecking Stylized Lighting doesn't fix it. :P
Some of the unit traits have an increased cost and this is probably what's causing an increased wage bill.