The outpost upgrade 'Warden' sucks. I've had quite a lot of wardened outposts destroyed by wandering monsters, that seem to totally ignore the idea that they cannot enter. And an outpost can be a big investment when you only have one or two cities. I would much prefer if the hardest monsters did not wander around and trash outposts and cities in the early and mid game. I would like to see the strength of wandering monster groups increase as time passes.
ben_sphynx
Well, I tried 5 different versions of C++ redistributables, but your one actually works.
Well, I've tried the update patch with my previous install, and the exe would not run, then the main download twice, both times it says it is corrupted and wont install. Trying it via stardock central next.
When installing the patch update, after installation, I get the error: The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail. Any clues? (And I would need direction to find an application event log). Downloading the larger installer instead, hoping for a better result.
Yes, the problem is not that we want to do it, but that the other choices are SO much worse. Tax rates and the matching unrest is something that really needs attention, so that there is a benefit to each tax rate, and thus a meaningful choice between them.
IN agreement with joasoze; if the path of the governor trait allowed the hero to gain xp from the city building or training things, that would sort the problem out.
It should default to zero tax. It always annoys me when I realize I have hit turn a few times without setting zero tax.
It would be interesting to see faster-cast traits that reduced the number of turns required to cast spells. Would be nice to make some of the 1 or 2 turn spells into instant ones.
I had tamed a big spider which had a 'Daze' ability, that never worked when I used it.
Comparing it with fireball... which is generally less useful than flame dart, which is part of the problem. It seems strange to me that once you get the rank 2 fire, there are now no other damage spells to look forwards to by leveling up magic skills.
It is irritating how much of a nerf it is for any given spell being 1 turn rather than instant. The vast majority of spells that have a cast time might as well not exist. I think we need fractional cast times for them to be balanced.
Played on Hard, with a medium map, dense monsters, magic and resources, fast pacing. Well, I actually won a game. That makes a change - normally I stop playing long before the end due to there not being any challenge. Accidentally won via the quest of mastery - there were some dragons to kill, and my heroes did just fine, although it would have been an easier fight had I had mana available for it. I was playing Pariden with a channeler wit
I like the idea of Pioneers costing a significant amount of population, it might be a good way to cost them. I would also like to see more buildings like the Arena that let you train up units and heroes that are on guard duty, and heroes who are not out questing. At the moment, having a hero sitting in a town feels like a waste - they could be out there killing monsters, getting harder, acquiring loot, and basically progressing your game. Sitting in a city shoul
Titans breath knocked one of my units outside the combat area. This meant that none of the enemies could target him, and the game failed to progress past the turn of an enemy archer.
It's annoying. I recommend turning off the setting called 'Auto Select Next Unit'.
I do like the heroes that I have leveled up much better, and the ones that start at high level feel sort of impersonal.
If it is a feature, then it is one of those features that feels like a bug. When one uses up mana to kill things, and then get the feeling that you have been robbed of loot+experience as a result, well, it certainly feels like a bug. That said, War of Magic did have a number of features aparently designed to make you feel cheated.
Is there a way to see if your units have moved yet, other than selecting them? If there is, it needs to be clearer. If there is not, then it would be a realy realy useful thing to have. Every turn I tend to click through some of my units several times in an effort to not click turn when there are still units to move. It would also be useful to see which ones have a path allready set up - I dont need to bother moving them if they are allready on a route t
I think that Wither can reduce the amount of loot you get as a reward, and make lairs disapear so that they are no longer there to loot, after the battle, too.
If each point of attack represented an attack which could do 0 or 1 damage, ie separate rolls (and similar to Master of Magic) that would be more or less what you are discribing.
The champion armour is not key to this - you just need a total of +4 to each of the stats that get reduced. Then, once the base stat is reduced to 0, one still has a value of 4 or more in the stat, so can still cast paragon. One can set up a substantial proportion of the bonus stats on the sovereign creation screen, and the rest can be gained from level up's.
These seem like some sensible sugestions - it would be nice to be able to make some decent cash out of taxes. An extra note - just comparing taxes to production is a mistake - unrest also messes with ones research too.
It is notable that the AI players use crazy high tax rates, which probably messes up their economy realy badly due to unrest.
I've been trying out a sovereign with the Warlord trait. It says: Sovereign gets 10% of all champion's experience. When one of my champions goes and does a fight, my sovereigns experience doesnt actually increase. In one test fight, the two champions in the army gained 14 and 15 xp, and my sovereign remained on 192 experience.
As far as I am aware, something unlocks additional unit traits that I can use when designing my units - I think it might be tech related. If it is, the traits that become unlocked should be shown on the tech tree. I was thinking that I wanted to have a unit with 'Brute' which I've seen previously gives the unit an attack bonus against things with lower strength. I tried to look it up in the hiergamenon, and there does not appear to be