In my experience, sometimes it gains you a turn, sometime it loses you a turn. I also have noticed that sometimes your units are one-square off from where you left them.
sweatyboatman
Speaking for myself, I constantly forget that the overland spells are even part of the game. I think there should be a spellbook widget on the HUD, similar to the tactical spell display. Showing every spell would probably get quickly cumbersome. But a utility belt style UI element that has slots for a handful spells and lets you pick which ones to display would be great.
Or healing causes aggression.
[quote]The strategy is to corrupt all nodes in to death nodes, which provides a huge buff on these spells in combination with evoker and the starting soul staff. [/quote] Frankly, that sounds absolutely awesome! Corrupting nodes should be a global event and should really really piss off the AI.
[quote who="Mtrixis" reply="1" id="3062948"]I can play BF3 or Witcher 2 or DoW2 or whatever at 1920x1080, but this game brings my PC to its knees.[/quote] Interesting. Unlike those games, this game is heavily multithreaded. Perhaps that's where your problem stems from. Anyways, very different from my experience. I find the game very stable and, outside of the occasionally bugged special ability, quite responsive. [quote who="Mtrixis" reply="8" id=
Some excellent posts in this thread. There's one overarching problem that people seem to be overlooking. The game is frankly too easy right now. The AI while competent, is not good enough, the monsters are not aggressive enough or scary enough, and the units and heroes are too powerful too soon. I have never had to commit my entire resources to the survival of my kingdom. At worst, there's a monster hanging around one of my cities and s
You also need an option to Replay the video. As it is, when the video ends, it goes away and you've got a big blank box.
I know this is the standard trope for territory based strategy games, but how does it make sense that you warp out of their territory? your unit should just automatically path to the nearest border. if that takes 20 turns, perhaps you can use a spell to get back.
I find it also sometimes screws up the auto-turn feature. So the game will just sit there and you can't even click the "End Turn" button. You've got to find the "explore" unit that's stuck and move it manually.
Even if I can't see what's currently on the tile, the game should at least show me what the resources were when I last passed through. Also, if you select a settler (or an army with a settler), it should show the Tile Yields automatically. Hovering over "Settle" to see the Tile Yields is ridiculous. And I shouldn't have to play with "Show Tile Yields on Map" on all the time.
When a city finishes training a unit it ejects them into a tile next to the city. (Seems to always be the same one, though I can't figure out the method it uses to determine the tile.) This can lead to wasted turns while the unit navigates to the nearest road. If you haven't reached the defender limit, you can send the unit back into the city and then navigate it where you want it (or set it to automatically spawn units inside the city). I think the uni
[quote who="Lord Xia" reply="1" id="3061120"]Nobody in the history of the world would choose to not use a weapon if available.[/quote] It's a game. Not a historical recreation. At least the game should be designed so that modders can put in hand-to-hand fighting buffs.
[quote who="Austinvn" reply="2" id="3061403"]Maybe immobilize them for a few turns[/quote] I like it!
I was surprised to see that if my hero died during a battle I won, he did not incur the penalty of a battle I'd lost. I get why. But it feels wrong. They take the same punishment, they should probably get a flesh wound or something right?
Agreed. Though, I haven't checked to see if this information is displayed when you've picked the spell and are hovering over the target.
Seems like a good option. Though I think if you rob a monster's lair it should "go rogue" and chase your butt around the map. Or at least, pillage the nearest civilization it can find.
I had this too.
Cities should be damaged when they are conquered, not just lose their population. The mechanic could strip off the most recently built buildings (or just those around the outside). The number of buildings destroyed could be commensurate with the fierceness of the battle (measured in terms of total HP lost). Alternatively, the buildings could just become "damaged" and require time/money to repair. While repairs were underway you would not be able to recruit or build n
[quote who="ZehDon" reply="43" id="3061020"]It is relevant because it ties in with food and production and their related buildings. What doesn't matter and takes up time and space is the ridiculous way that city building is handled that you are defending.[/quote] snippy. snippy. i just suggested that you ask about that feature in a different thread. then we could have a discussion about whether it mattered or not without being so rudely interrupted by people talk
yes i noticed that
[quote who="Mtrixis" reply="2" id="3060981"]Level a mage hero up a bit. [/quote] maybe with fire magic? i haven't seen it. this game has a balance issue like WoM did in that there's little challenge and every approach works. melee just happens to scale much faster and more effectively than magic.
So here's one of my champion's spell book. it seems like there's a lot of vertical space that could be put to better use displaying the spells. Here's one of my hero's with her jumble of abilities: "Burning hands" - melee ability "Disrupt" - utility function "Escape" - utility function "Fireball" - offensive spe
Agreed. It just doesn't work. Automate caravans. Roads build up the same. Monsters/armies can stand on the road or stand outside of the city to block off trade.
Haven't really built up a fire champion, but I almost never use offensive spells in this game because they do very little damage. My champion can summon lightning from the sky [e digicons]}:)[/e] and do almost as much damage as a standard melee from a bunch of low-level spearmen [e digicons]X([/e] . Haste, Grow & Shrink are pretty much the only powerful spells in the game. Which means that melee is the only way to win. You can toy around with other sp