Keep 'em coming.
Trojasmic
If I'm playing a magic intensive faction, then my first city is usually a conclave (and my second and my third...). If not, then the first city will either be a fortress if it has good materials (3+) and essence (2+) or town if it's near a river and/or ho-hum materials (
I just went back re-read it. You might be right. Well, that changes things.
The problem with throwing knives is what I've been saying since EWOM days, but nobody at Stardock will listen. Their range is off by 1. It should be 4 and not 3. Here's why. In their current form, you have to get close enough to throw them that your opponent can melee attack you the next round. That is messed up. The point of the knives should be 1 little free attack before your opponent gets in melee attack range.
Good for a laugh. Thanks!
[quote quoting="post"] Bandit Lord This profession allows you to hire bandits you meet in in combat for 25 gold and you start with two bandits from the start of the game. The bandits you start off with are useful only in the very early part of the game, but can make the very early part of the game easier. Hiring new bandits can be fun, and can bolster your ranks early in the game, but, they are weak troops and you are pretty limited in your options. Th
[quote quoting="post"] Apothecary only sells Growth potions (they dont sell Healing Potions and Iru Elixirs anymore) Alchemists sell Growth and Healing Potions (but they dont sell Iru Elixirs anymore) Alchemy Labs sell Iru Elixirs, but they cost more [/quote] If this is true, then please lower the labor cost of these buildings. They cost too much. Alternatively, start selling the growth potions from t
Brad will program Juggernaut neutralization strategies into the tactical AI if you just tell him or show him in a YouTube video what they are. Brad is a sucker for YouTube videos. P.S. YouTube is overpowered.
My build orders are typically something like this (although it depends on starting location essence and resources): Altar: pioneer, shard (or logging camp), pioneer Tarth: pioneer, pioneer (or logging camp), pioneer Procipinee: pioneer, shard (or logging camp), pioneer Gilden: pioneer, pioneer (or logging camp), pioneer Resoln: pioneer, shard (or logging camp), pioneer Yithril: pioneer, pioneer (or logging camp), pioneer<
One of the reasons we need multi-player is so that players can bring their overpowered juggernauts and overpowered beastlords to me. You will wail and burn in my stinking mud (which is overpowered by the way). :-)
LOL! I'm with OP. +1
I'm a perfectionist... so I will usually go back and play the same turn over and over again... lots of saving/reloading here. It helps me hone strategy. Eventually, I might try to Ironman the game or maybe not. P.S. If I start bragging or complaining too much, somebody remind me to play Ironman and then pop off.
Much to the chagrin of my wife, I'm hooked on FE. Brad, how do you it? How come your wife let's you play, but mine does not?
[quote who="SOLOSOL" reply="28" id="3276649"]Sorry Trojasmic, I really don't want to break the fun. But Chiarden came with a nice solution: Beasts are untamed if they leave the Sovs's army. This puts a logical limit to the number of tamed beasts: attach the number of tamed beasts to the army size... I find this coul be a reasonable limit, and is plenty of sense: no mana for upkeep (so BL is different than a magician) but the beastlord is somehow attach
[quote who="Tuidjy" reply="1" id="3276638"]Yes, tactical AI sucks, but it's improving. Right now, the AI only cares whether it has range. It should care whether its range is stronger than the player's and whether its melee is weaker than the player's. @#!*% , the original Age of Wonders had tactical AI that was pretty good at figuring out whether it should rush or defend. I'm sure that Stardock will get their tactical AI fixed, once they focus on
Derek, please don't listen to this nonsense. Leave the Beastlord as is. If people want to nerf their Beastlords, then let them mod it.
I looked at all the attributes and combat stats, but none of them have any negative characteristics. What is Fear supposed to do? The Fear spell was autocast by Pox. <img class="embeddedObject" src="http://content.screencast.com/users/trojanben/folders/D
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I think I've got it now. Thanks for all your wise posts! Tuidjy, do you cover rush buying in your newbie guide?
Ok my wise friends... here's what I'm talking about... how do you explain it? <img class="embeddedObject" src="http://content.screencast.com/users/trojanben/folders/Default/media/b8ac6b23-d5ba-4f62-8226-77d9c456ef34/_rush_buying_1.png" alt="" width="884" height="666" bo
I predicted a 79 so I win!
It seems like a mystery to me. One building that takes 5 turns to manufacture costs way more than another building that also take 5 turns to manufacture. It also seems that sometimes it costs less to "rush" buy in a city with 2 materials than a city with 4 materials.
Instead of costing money to control the bandits, it should be the other way around. They should be a source of extra income. As for the OP, leave Beastlord alone. Please no more something is OP'ed posts.