sweatyboatman

sweatyboatman

Joined Member # 2565212
45 Posts 691 Replies 16,368 Reputation

I had this experience in my last game in [.75] never resolved it. Just didn't ever get to cap that Life Shard.

3 Replies 2,559 Views

In that thread, Frogboy says they tracked down a bug in the debuff that's supposed to happen with each successive hit. So possibly this will be all fixed in the next release.

4 Replies 4,663 Views

Maybe the AI is committing a purge of the military establishment to forestall a coup! [e digicons]:P[/e] I feel like I have been seeing what can only be the AI suiciding its units. I think the AI must be running out of money. Perhaps it's feeling threatened by a monster or enemy army elsewhere and wants to rush production there. Disbanding units is a very inefficient strategy.

3 Replies 3,276 Views

Stealing an idea from another thread, there should also be the distinct possibility of losing equipment when the hero falls in a battle you lose.

9 Replies 3,170 Views

I don't know if the AI is moving through units. I had a game where I moved a scout unit into the fog of war only to have it land on a monster unit after I ended turn. I got the "Attack" dialog and Auto Resolved (i shoulda died as the scout has no attack or defense), but the battle didn't happen. The scout and the monster ended up on top of each other. After that, the end turn button was disabled and so I had to kill the game. Of course, my inte

11 Replies 40,390 Views

Well, they did fall in battle. So they could just get warped to the nearest enemy city where they recuperate for x turns as usual. Also, this should only happen if you lose the fight entirely.

9 Replies 3,170 Views

[quote who="LordRikerQ" reply="6" id="3066587"]Note to Stardock: Spamming Skip Turn for several minutes and grinding like a millstone is NOT enjoyable. Please fix this heavy handed nerf and stop listening to hardcore players.[/quote] Sigh. Note to self-righteous forum jerks. If you want your suggestions to be taken seriously, try not to sound like a spoiled child who's been asked to share his toys with others.

35 Replies 10,913 Views

[quote who="adaban" reply="3" id="3066144"]I think heroes need bodygaurd armies that disappear if they get hired, help to defend said hero at least till mid game. Give heroes two or three stacks of spearmen and two or three stacks of archers they wont be such easy picking and may allow AI more time to recruit them.[/quote] I've been trying to think of how to make heroes less susceptible. That's it! So simple. [e digicons]1*[/e]

25 Replies 67,967 Views

One thing I'd love for them to implement is the small possibility that if you lose a battle against another empire your champion will defect to the other side.

57 Replies 161,959 Views

Seriously agreed. Is there a reason not to imbue your champions (especially once you've capped a couple shards)? The other problem with this is that champions aligned with the other race are completely defenseless after you've gained a couple levels. The whole recruiting dynamic is great in the early game and totally broken after that.

25 Replies 67,967 Views

Well, you're probably not the only one. But I do like wonders, when I get them. [e digicons]:D[/e] The problem with many games is that, on higher difficulty levels the AI gets so many bonuses in terms of tech speed, production, build speed, that it's nigh impossible to keep up. The advantages given so that the AI can compete strategically take Wonders completely out of the picture.

64 Replies 161,251 Views

Definitely should get a Weak/Medium/Strong icon. I feel like the flavor text should also give you a hint as to how hard it's going to be. Currently, if you back out of a quest after smelling the dank fumes coming from the cave, the quest disappears. Which is completely silly. Quests should remain at least until you enter them. Edit: Wow. They do have icons? I never noticed that.

10 Replies 7,804 Views

Yup. I suggested this earlier, so I'm obviously for it, but kudos for doing the work of editing the screenshot. I'd also like it if the grouping could be changed. So you could group by offensive/defensive or spell level. Set up a little UI widget that when clicked on shows a drop-down list of the grouping options.

8 Replies 10,111 Views

[quote who="Lord Reliant" reply="15" id="3064374"]I also dislike how currently Exploration falls under the Magic category. It doesn't fit well under any of the others, either, so I suppose that's the best spot for it.[/quote] There's a thread out there somewhere that suggests doing away with the quests restrictions altogether. Personally that makes sense to me. You should be able to recruit high-level heroes if you have the money to pay them. You should

16 Replies 10,640 Views

It's a little on the slow side. Though I think that's mostly because there are too many techs that don't do all that much. In terms of gameplay, the time between new techs is pretty decent. You have to play the game with the techs you have access to, not just wait for your research to quickly steam through a bunch of techs so you can do awesome-thing-B. The problem, though is that I wait through dozens of turns to get... drum roll please... warg riding...

16 Replies 10,640 Views

[quote who="Rhadagast" reply="1" id="3063589"] How exactly did the road building work?[/quote] You move the unit to a tile and click on "Build Road" and it puts down a road. It's like Settlers in Civ except building a road takes no time. So I can build 4 road tiles per turn with them. Wheee!

9 Replies 6,549 Views

and yes, they can actually build roads. So, I designed this unit in a previous game. It's an upgraded settler (with a compass and telescope). So it gets 4 moves, better vision and costs just slightly more than a standard pioneer (due to the savings from the Conscript attribute). Redesigning a unit like this works fine in the game in which it's d

9 Replies 6,549 Views