That one and the luring trick, leave a city empty to draw him to attack (since he think he'll obviously win), then smack him. Empire gone. I've used both tactics to wipe AIs that are sometimes 3-4 times my power rating. Completely broken. The empire destruction mechanic needs to be looked over.
Kalin
You can easily add it into your new sovereign as well, just cut and paste one line that should be very easy to figure out. Basically removing it from the option list just makes it so they don't have to listen to all the "OMG, Organize is so OP/broken" etc... [quote who="p22" reply="3" id="2777417"]Frogboy, please think about adding updated version of Orgainized in 1.1. Something like +1 to army movement (that's already +50% speed with most troo
I think they are planning the change for 1.1, which is the end of the month, or early next, so they haven't toss in any intermediate fix for it. There are a lot of things you can do to speed mana regen up with modding, either through editing your own faction or try some of the mods in the mod section that addresses this.
The new min/max thing lets you mimic multi die roles, which is essentially what people have been asking for. Instead of just implementing it for spells only, extending it to weapons is a great boon in my view. If they didn't, you'd get people asking why they can't just use the same system for weapons. Of course doing it without testing the results and end up breaking stuff doesn't look so good, but that's what happens when you are trying to rush out a fix for something else...
Bow damage is broken at the moment, they screwed up with the mindamage tag. They know about it, not sure how soon a fix will be out.
This took a bit longer than I would have liked, there aren't any people standing around building, because the scale looks a bit odd, not to mention that it's probably burning hot up there. Think of it as they taking a break, heh. Underconstruction: http://img215.imageshack.us/img215/517/elemental1284827808.jpg In map editor, side by s
Never going to happen, too easy to modify the custom faction for all kind of cheese. There's a reason the MP files are separate from SP files, that's to preserve fairness.
Ideas are just that, ideas. Yeah, there has been a lot, and sure, there are many threads worth looking over. But I don't recall any of them ever coming up with a unanimous conclusion that something should be done so and so, nor do I expect them to. Most of the times idea threads are brainstorming sessions. We throw things out that seems like it might be interesting, then others do the same, they are pretty much always conflicting. The hope is to have SD looks over them, maybe pick up a few th
Easy enough to check, just hit the "use mod" option once, restart, and see... :p
Ooooh... nice... wait, wait... + Adjusted the combat speed from 2 to 3 for the base male/female sov units. .. Whaa? We needed the ability to cast 3 spells per combat (with any + cs items/one levelup)? Am I the only one confused on this?
Didn't really like the giant pillar of fire, so I went with 2xdormant glow 2 for the shiny effect... Doesn't look too bad. Let me know if you're interested. In tile editor: In game: I also can't seem to get the fixed height thi
[quote who="Talarius" reply="28" id="2776392"]I wasn't talking about the 1st expansion pack. They made an improvement on their initial offer, so thumbs up on that one. For the 2nd expansion pack, Frogboy first said it would be free to people owning prior to v1.1 release. Now it is a Sept. 30th deadline. That's the difference I'm pointing out. It may not seem like much of a big deal, but I am still contemplating whether or not to purchase this game (I ow
The problem with that is it has to the squad leader that has it. That means your sovereign can never be a part of your doom stack.
Um, I'm not sure if you've been around since the beginning, but I don't see any inconsistency. When the game came out crashing like crazy for a lot of people they said they would give away the first expansion free for those who bought the buggy game. But that has since changed. They decided that it was buggy for too long or something, and they said the first expansion will be free for everyone (I'm guessing this is to restore their reputation overall - they don't want people to feel rip off t
Still spamming. Like I've been saying, the food maintenance does nothing with caravan making 2-3 food easily. The Gildar cost on studies is a tiny bit better especially now that hunting isn't as profitable, but that just leads me to building merchants. And honestly, 1 gildar for 1 tech? You gotta be kidding, more studies please.
To add on to my earlier idea about the early/middle/late age thing here : Early age (part A), could have the resource system now, where the big focus is on discovering and claiming resources and have it drive your kingdom/empire. It is a system that encourages exploration, and fits the adventuring theme. Middle age (part B ), should shift away a bit by making wild resources rarer
20 ATK? Try 61 from Ice Lord. Forgot? Check.
I'm pretty sure the resource popping outside of territory is caused by a lack of available space. If you research adventure too much before expanding your city influence, the resource doesn't have enough space to spawn inside, so it does so outside. I've had this happen multiple times before, and now make sure to upgrade my capital to level 2 before even researching those exploration techs. Note that I'm not saying YOU are the one doing this, this happens a lot to AI pl
You need to explore more, seriously. The fact that you haven't met an AI yet screams this. You should be sending scouts out in every direction until you meet an enemy. Settle everything you can, everywhere you can, then you can teleport everywhere (Hint: it's called Spirit Walk for Empire). Build those merchant shops, the 1 food is nothing, Make a caravan and send it to your capital, and wherever you have the Oasis = food cost covered to spare. This fix did absolutely nothing, I'm usually rol
If he has responded, he also read, just because he didn't respond directly to you doesn't mean he didn't. It's just hard to respond to something that they know (and have acknowledge many times) and are working on fixing. Truth be told, a lot of this has been said many times over already, and there isn't anything he can say that would change your mind until they release something that will.
A couple of ideas for the various parts: Part A (Elemental: War of Magic), could do with a bit more focus on world restoration/adventuring heroes/sovereign. Think of this as an "early" age, when the channelers were just emerging and are putting together struggling kingdoms. The idea here is to have more RPG elements, and focus more on having strong heroes/sovereign carry the weight rather than have massive armies (this can be an excuse for the more simplistic combat sty
On brad's note about today's quick update, the longbow is suppose to be 40 gold. I agree with you on the master archer thing though. Not only is it too simple to get bows, it also completely breaks the empire tech tree. You could get lord hammer in 1 warfare tech if you do.
If I may toss in a suggestion, please use: Item cost = (Gold cost + 3X materials cost + 10X metal cost + 25 X crystal cost) * 1.2 instead. The reason for this is simple, there are items that are ridiculously cheap in materials, but high in gold, and items that are the reverse. As a result, if you just use 1.5 * gold, you get item cost that will seem pretty out of balance.
I understand about the palace, but what's wrong with shanties? They are super easy to get to compared to Houses for Kingdom.
Um, I'm sorry but, you're the one that haven't played the game enough. It's true that for Kingdom factions, you need to research advance archer to get long bow, but it's not for Empire factions, for them it is one (Piercing Weapons).