How does your mod interact with the Wildlands map? Do the Elemental Lords just rise up and slaughter everyone, since there's ten of them?
ManiiNames
I have a question - why were the Wildlands mechanics changed for the Anthys map? No longer do you need to conquer them before you can settle the area, instead just walk in and plop down a town? Or poor Torax, he seems rooted in place, unable to defend his territory. I have walked up tight next to Torax and claimed the +100 research spawn and then walked off unscathed. Even ending my turn next to him provokes no response. I find this very disappointing.</p
I think it's well worth $5.
The thing I really miss are Scrying Pools. I love scrying pools and there are none in Stormworld =\
Giving Anthys a try with twelve opponents. Should be interesting!
Good catch HeavenFall.
Save the game to a new file. Exit the game and then start it up again. Load your fresh savegame and continue to dominate!
[quote who="Nibelung44" reply="863" id="3288738"]Speaking about OP, something went terribly wrong... I'm right in a battle with the death legion, from the quest where they invade and then are halted (wagon broke)... The death legion mage is able to conjure a death demon which should be level 8 + 1 per death shard... I got before me a level 15 death demon, how this is possible?[/quote] The way I normally beat this thing is to counterspell the summoner. No demon = easy peasy.<
I like the changes to Angels (+ movement, - attack, - regen) and to Golems (more mana available). I'll give them both a try again when I have time.
Since my foray with the golems has come to an end for now I am giving the Angels a try. My initial thoughts are that the per-shard bonuses are gigantic, but we'll have to see how it works out in practice. I had the game settings configured with normal magic, not wanting to skew the results. Faction Notes: It felt weird to have normal amounts of mana, after playing the Golems. No mounts is a big deal. Angels are slow moving
Argh wrong thread.
[quote who="Heavenfall" reply="817" id="3286687"]I'm thinking about giving them henchmen[/quote] Make the henchmen cost 50 mana or something like that, instead of influence. Mana is so tight it would be a good limiter on having a zillion of them.
RE Golems: How about the reason why they have no available mana is due to the fact that their bodies consume it to continue operating? This would lead to more magical traits / unusual units. The problem is right now they don't have much in the way of incentives to make up for the complete crippling of their spellcasting ability.
BTW I have to say that the 1/2 mana income from all sources other than your Sovereign is incredibly crippling for the golems. Makes them a very hard-core antimagic faction, even more so than the gnomes. Gnomes get 25% less mana and +25% cost of tactical spells, but the Golems even have a hard time just casting city enchantments early on, much less anything else. Can't even enchant their units because it's too expensive to maintain (low income and x2 cost on enc
Flying Horses:
Are Golems supposed to get flying horses? Because they do.
Trying out the Golems. Question about traits: These both look really cool, but seem totally useless against anything other than enemy heroes. Spending one of your three possible unit traits on something with very limited application is questionable IMO, unless I am missing something? Sever Soul 8<img class="image" title="Production" src="http://stormworld.wikidot.com/local--files/faction:ang
Well for free copies claimed, I am looking at my E:WoM Collector's Box on the shelf here in my gaming cave.
OK trying this again. I discovered that expert difficulty is actually extremely high on Seanw3's settings. I turn stuff down to normal world / challenging AI / terrifying monsters. Starting out with Pariden again I find a 4/3/2 by a river with an Air Shard. Bannon Heighsley is nearby as the starting hero. Studying the city enchantments a bit more, I choose to begin with a Scrying Pool this time. I start with Civics as my initial rese
Trying out my first game with your mod Seanw3. Expert / Expert settings. Initial Notes: 1. A lot more starting money / mana. Full armour on sovereign. 2. More starting HP. 3. Procipinee in the Sovereign select screen only shows life magic, which I was disappointed in but accepted. In game she starts with everything but air? Ahh I see it comes from Archsummoner trait. First Turn: Pre
I am trying to get my mind around the Living Stone race. Their negatives just seem so huge in comparison with the positives. What am I missing?
Trying Shadows: Playstyle: Due to the fact that all Shadow units have massive charge capability, it really lends to using support heroes as opposed to melee ones. A normal melee hero just will not be able to engage the enemy as rapidly as the core units can, unless the hero also has huge movement capability somehow. Edror is the obvious exception, him I made into an Assassin. Limited population resources definitely come into play if
Typo on the Wiki for Angels. Traits: "Masterwork chainmali"
Question: You seem to be extremely fond of the Potential traits. I have mixed feelings on these usually, as you could have had something else that is perhaps more useful than +2 HP and +1% to a few things? What are your reasonings behind choosing them at each opportunity?
I had a L2 sovereign beat a Dark Wizard once on autoplay. No idea how it happened, and I also wish I had looked at the details.