I want to merge my sov with an ogre, then I could have an Ogre with a Sov mount!
Lord Xia
Oh, and I rarely build units with swords. Only if I have Assassins or wanderlust and have those advanced swords.
They didn't, they are special and are out there. Quest, loot, high level champs.
I love the defensive trait, so I am almost always going with spear and shield. But if not, I still build a lot of spearmen. Now, if I don't have deensive, or if I just want the best no resources unit I can build, I will go with a mace.
You are wrong, and laughably so. I can't understand how you can be so obstinately obtuse. Can't help someone like you. Please keep telling me I am wrong about something so obvious, it makes me chuckle.
Beastlord works a lot better now, it doesn't have that really long casting time that would get you killed before. It's a good choice.
You are playing Fallen Enchantress right? Not War of Magic? I know how the game works, I am not bullshiting you. Every city has default defenders. Unless you ran into some kind of game bug, there should have been a battle between your city defenders and the bandits. And I said unarmored, not unarmed.
I think he has a couple of level 3 magic paths and beastlord already, but I can't remember. I meant to post this awhile back, but forgot until I say the Umber stuff today. He has very few traits for a level 9, even compared to the other level 9s out there who all have few traits for being that level, but he should have a "path of" either way. And warrior defender would be nice, since 99% of all other 7th level or higher champs are path of the mage and it fits him better.
[quote who="Tasunke" reply="7" id="3263058"]Hmm. I could see Warrior with a +1 HP per level. Defender is +2 HP per level yes?[/quote] Yep.
Is level 9 but doesn't have a "Path". Warrior or defender would be nice.
I don't think you understand some of the game mechanics. All cities have default defenders. They are unarmored militia with the best one handed weapons you can create. The bigger and more advanced a city is, the more defenders it naturally has.
Overpower is the skill that big monsters have that multiplies damage by the group size.
I didn't know they still made Gateways.
If warrior had a +1 hp per level to it, I would then choose it as often as Defender.
Am I way off base and see growth and growth increasing stuff as fairly pointless, at least in the early game, seems like they are stuck at level 2 cities due to food almost always. And then after building lots of food items and research they might get to 3 or 4, but it's not growth that's keeping them low, it's food. Been a real long time since I have seen a level 5 city.
I rarely pick warrior over defender now. The attack bonus isn't bad, and access to things like dragon slayer is nice, but it's hard to justify it against extra hp and resistances.
Life has growth and shrink, along with heal spells, I use those.
[quote who="Kalin" reply="7" id="3262985"]They don't "rock" anymore than a group of 7 (or 5) troops with the same equipment though. Basically Iron Golem is just 1 big guy in "free" armor and HP to make up for the lack of a group... and it looks cool. IMO, the only way to make them useful is to give them overpower.[/quote] Overpower is a good idea.
Well, bandit mobs are pussys, I imagine that even the basic militia would be enough to kill most groups, so I would hope that they are not so dumb to suicide themselves by attack a town. Should be a rare band of bandits that could take out a town. But, on normal, the monsters are not inclined to attack player cities, and with sparse, that means there are not that many monsters. A game you designed, would be made so that the AI and you expand more quic
They are certainly nowhere as good or useful as the other racial troops, henchmen, Juggs, or slaves. Wtih Yithril, once you get Juggs, you can probably do well by only building Juggs. You can't do that with Golems. They are more niche, but I agree, they need an attack bonus boost.
They have the same combat ability as a champion with no combat upgrades form levels. So, um, yea, they are roadblocks. They are pretty much the exact opposite of Juggernauts. Juggs can do a ton of damage, but can't take it, while Golems are the opposite. I use them as shields. But yea, would be nice if they could do some more damage. Maybe a trait. they have an optional trait they are defaulted to with a +10 defense, maybe if we had an o
Well, if you have 8 AI and yourself on a medium map, along with dense monster and epic game length the AI might not be able to expand at all. I'm surprised you were able to get room for that many cities yourself without dragons eating them. Still doesn't sound right, I am doubtful of this.
I've seen infertile land turn fertile, thought maybe it was the land healing or some shit, but I guess a bug makes more sense.
I actually had both death and life shards in one game. I don't know how I did it, but after a war and conquering some cities, I had both life and death.
Civ 5 and Warlock use a pretty similar method, which was used by RoTK in older games, of transforming troops to boats. I think it's a fine mechanic, and I would be fine if FE had something like it. I would want to make sure that water is still a barrier of some kind, so you can't simply transition smoothly from land to sea. In Warlock, you have to end your turn next to the sea, then enter the sea the next turn and don't get to move until the turn after