Kalin

Kalin

Joined Member # 2423659
17 Posts 971 Replies 10,700 Reputation

If you want army boosting skills, go path of the defender... I don't think governors should be boosting army strength. The only thing I think would fit governors would be a wage reduction path, and perhaps something akin to a bribe skill (spend gildar to stun enemy for x turns).

58 Replies 134,482 Views

The problem, as Altar clearly demonstrate, is that the AI has no clue how to keep it's henchmen alive (they need to be babied). As a result, if you make them die, Altar gets pretty crippled by its special units (it would just be a massive influence drain for them). This is the same logic behind perma death for champions.

12 Replies 8,764 Views

Spears are also a lot better once you start to factor in traits that adds bonus damage (charge, muscle, fury) as well as any city bonuses that does the same (sacrificial altar, weaponsmith, etc). They gain a higher percentage bonus due to lower base damage. They are also fairly light and are ideal for high init builds.

59 Replies 46,414 Views

"I like war, don't you?" means they are a warlike faction and gets negative bonuses to everyone to simulate their desire for war (it's not a question). "We want to bring order to the world" means they think they got the game in the bag (their score is high) and are pushing to the finish line (by mowing over everyone else). The stronger they are, the higher the penalty. As for the OP, I don't think it should be one way or the other. Wars of opportunit

24 Replies 27,983 Views

As mentioned, this seems to be the case because the game "kills off" the militias after the first battle and they only restock on the next turn. I'm not sure if this is intentional, but is very easy to cheese (sacrifice a unit to kill off all militias) so I don't think it is. Generally speaking, you should just avoid getting attacked multiple times in the same turn (use tremor to stop one army).

10 Replies 7,284 Views

I generally only fight with one stack (the sovereign), so the first two hero are usually sitting in towns. Field exploration is left to a horse scout (4 movement + ignore terrain penalty).

58 Replies 134,482 Views

I'll admit, I skimmed the thread, so I might have missed if someone already said this... however, in general: if you want the AI to be MORE aggressive, turn DOWN the world difficulty. Basically, you want the world LESS of a threat to the AI, this in turn, allows the AI to expand quicker and more aggressively, and will in turn result to them waging wars far sooner. Starting on Insane/dense (world difficulty) makes it very hard for the AI to do well, that's why you see it being so passi

130 Replies 123,993 Views

I wish they could be upgraded, but I also want to point out that you shouldn't laugh at wildling lairs. I've had a game where Pariden (yeah, Pariden) found a bunch of them close to their start and just literally swarmed the world with wildlings. It's probably the only time I've ever seen Pariden do well in a game.

5 Replies 16,996 Views

Or perhaps tweak the code behind the spell, so that it checks if you've already used all your movement. Such that, if you already moved (cast on an AI, move == 0), the effect is applied starting on the next turn (or just add one to the effect), and if you have not (still have movement left), then the effect starts on this turn (like it does now). That way, if the AI ever learns how to use it, it'll still be fair.

19 Replies 6,755 Views

Yeah, I now usually run with 2 governors in most game (I just cast destiny's insight to level them if I can't be bothered to actually fight with them), their main purpose is to go to new cities to reduce unrest and boost growth. My main is usually an assassin, and sometimes (rarely) a mage. Considering that, I see governors as probably the most useful path as it is, definitely don't really need to buff them anymore unless you're totally changing the unrest/growth mechanic in t

58 Replies 134,482 Views

In my last game I took over a Pariden city with a Drake army wandering right next to it... those cheaters, right? This would usually be when people claim the Drake army attacks and raze the city right? Well, that's what I figured would happen, so I garrison my attacking army to use the local militia as fodder (my army isn't strong enough to take it on)... ... 22 turns later... The Drake army is still wandering around the city like it doesn't exist. /facepal

40 Replies 40,709 Views

This is only a problem IF the AI uses it against you... but they don't. If they did, you could make an argument that the AI gets benefit for 2 turns, but you only get it for one. But seeing as how they don't, the only question is whether Tremor of Freeze is balanced, or underpowered and needs that extra turn of effect. The answer, IMO, is that they are fine as they are (and I use Tremor a lot), some might even consider them OP. Yes, you do have to cast it every turn to keep an army st

19 Replies 6,755 Views

I actually think weak fits Procipinee, because I think she's suppose to be a caster/supporter, and not a fighter. Of course I still think she sucks because her magic paths isn't all that great, and summoner is only there to give her a warg so that she isn't completely useless in the beginning... Basically, Procipinee is built to be your typical late bloomer (weak to start, but become useful later), but due to the inherent steam roller effect in the game, this stereotype just fails

157 Replies 111,442 Views

I've noticed this a few times too (AI finishing everything in queue when you load), but I'm certain that it doesn't happen all the time, which is why it's so hard to track down. It seems like there are some conditions that has to be met in order for it to happen. Perhaps when the save happens during the AI's turn or something... so when you load it up it doesn't sync correctly. Or maybe there's some bug going on with the AI's queue. I generally Ironman

67 Replies 104,282 Views

Just on this note: Ophidians in an army essentially makes the army immune to pillar of fire (and I assume other magic damaging strategic spells) due to the warning that you can't hurt it popping up. However you can still tremor them (and I assume other utility spells) to stop the other units (Ophidians are still immune, but no warning pops up). Not sure how to solve that issue, but... yeah.

12 Replies 5,405 Views

Seems like they are still having a few crashing issues with the latest build... (probably a result of the optimizations). So unless they can fix that real quick, we might have to wait until next week (probably best for stability). It's a bit sad, but I guess we'll get to look forward to the change list growing even longer.

157 Replies 111,442 Views

In a beta game a while back I saw Vetrar wandering the country side laying waste to the country side until he ran into a random lv9 champion... and lost... I laughed so hard.

25 Replies 26,289 Views

Great wolf is the only thing I would use a collar on (I find beastmaster too op, so I don't play as one). It starts with giving +6 atk to all units... and by the end is easily giving +15-20 atk to all units (making stacks of units 1-hit EVERYTHING). By far the most powerful tame in the game. It will turn a bunch of worthless slaves into dragon slayers. Also has the highest initiative of the bunch (32 if I recall correctly). I usually rename him to "Dues Ex Alpha". Will break the game if y

26 Replies 21,636 Views

If you are fielding an army of 9 decently leveled champions (henchmens/scions included)... then you'll pretty much mow everything anyways. Try 9 Assassins... they can ignore armor and crit for 100s of damage. There are a lot of OP things in the game, and stacking auras is one of them. However that doesn't mean it can't be countered... The problem with shieldwall is not that IT is op, but that the AI don't know how to effectively COUNTER def (like elemental damage), or

13 Replies 10,275 Views

The randomness of starting positions is an issue, most people will agree with this, however there are ways to address the issues that you're having problems with. For example, you can turn down the world difficulty, and turn down monster density to sparse... that would make the world a lot less threatening, and you'll have more of an empire building game. Or you can do the opposite turning the world difficulty up and dense monsters for more of an RPG game. If you already know

29 Replies 40,256 Views

As a flavor thing, it sounds nice, but realistically, this just gives players more advantage that I don't think they really need. Unless this comes with some improvements to AI behaviors where they figure out how to treasure their units and keep them alive, I don't think it's a good idea.

3 Replies 3,176 Views

[quote who="Tuidjy" reply="17" id="3266050"] How many of them work against Juggernauts designed by the player? The magical items and traits make a huge difference.[/quote] Oh definitely, the design and trait synergy makes them very powerful, however, my kiting impulsive archers still take out my own juggernauts without too much trouble. Of course I also hunt wild land bosses with the same army, so it's really no comparison. The army composition and tactics is just somet

74 Replies 247,878 Views

Juggernauts by the player? Completely. There are just too much that you can abuse. Juggernauts by the AI? Really not too bad, they just don't know how to employ them to best effect. There are many tactics to overcome them. IMO, they do need a slight nerf, but I really think the AI needs some help on using some of the special units. Although to be fair, it's still WAAAAY better than Golems or Henchmens. The AI is completely hopeless with th

74 Replies 247,878 Views

*sigh* they aren't similar at all... are you sure you're actually looking at the files? The following are all "generic"... One is mountainous.... [code="xml"] S_Generic_Small_01 0 <Frequenc

28 Replies 34,336 Views

I generally load when... I start up the game. I feel ashamed. I'm sorry everyone, I'm just not cool enough.

27 Replies 54,948 Views