I guess since you all seem to think so, but how? I rarely bother to build roads unless I really, really want a more efficient path around something than I am given by techs. What is an example of when a road, that wasn't already there because it was auto-created, won a war? I understand how important roads are to real empire building in general (like the legion roads) but specifically, fairly slowly created roads somewhere other than near one of you
Necaradan666
All demi-gods have to start somewhere... they are not raising hands and creating entire cities, they are creating small villages that contain small amounts of population and they have to build over many seasons even basic technologies such as gardens. The default intro text for your Sov mentions that for most of their life they were entirely unremarkable digging in a mine or something.
Why is building roads so important? You get auto-roads between outposts and towns, roads between factions, randomly generated roads just out there.. where else do you really need to go? Do you guys build roads out towards monster lairs or something? Isn't the time and effort of creating them more trouble than they are worth?
Yeah I noticed the other thread mentioning combined defence, but nope, no settings changed just restarted a few games specifically to check why Altar upgrade price was different for the padded vest.
Just wondering if there is suppose to be different costs for different factions when upgrading identical items? Example: I usually play Pariden and to upgrade the starting militia to wear a padded vest costs 27g to upgrade an Altar starting militia is 42g. I can't see the reason why it costs more for Altar, neither faction seem to have any tech or starting ability that would change the price of armour or upgrading. I didn't go too
I'd also like to note that the new mechanic of adding the negative city enchantments to the list under the 'Govern' screen breaks the scrollbar behaviour, you can scroll the slider overtop the down-arrow, and can't scroll all the way to the top.
I'm still waiting for them to fix the really loud grunt of pain sound effect on 'Tireless March', or reduce the 'Bash' effect a little it always seems louder than any sounds around it.
'Shard Harvesting' tech also needs tooltip text updated to reflect new rules in .87
I also think 'first aid kit' sounds a bit off for the fantasy era type game we're playing wouldn't 'healer's kit' or something be better?
Is it even a problem with mana? I know I can hit auto-resolve and my highly magical sovereign just runs up with his stick to do melee, surely the AI is at fault here.
Combat is tediously slow already if you don't speed it up. I like 2x speed
Right click your game in steam library, go to properties, on the 'updates' tab untick the steam cloud sync, then delete the units and races you don't want from your documents folder.
Was the last spell you cast Meditation? Therefore re-entering the spellbook would bring you back to Meditation at the top. I found that when this happens you can't scroll up with mouse wheel, but if you scroll down then you can scroll back up. I think it would be more user friendly, or at least preferable for me if the 'last spell cast' was displayed in the centre of the page when you reopen the spellbook so you could see the spells above and below it wi
Wow. Just came across this thread. I cant believe its months old and still a truly valid concern. You should get on this before LH releases
Played .85 for a few hours today, noticed a few typos and some strange behaviour such as monks being designed with plate proficiency for some reason. Crashed about three times on me too. Auto-turn should wait for you to press 'Done' when building improvements. If you want to build two improvements it takes away control just as you click to build the second one and crashes hard.
It usually takes a couple turns for me.
achievements mean nothing .. however, things that are broken should be fixed.
Gah, way to make it overly complicated! I don't want to spend 40 turns controlling an engineer to build roads between my towns. I don't want to do it manually even if the engineer has 40 moves and I can do the whole road in one turn.
Was 'Blood Curse' spell fixed?
Really? but there are so many bugs left. I agree, 0.80 still feels quite beta to me. If the next update 0.85 is the last before release well... *cries*
It's possible Ascian joined a pack drake unit, but lost the drakes before this battle? I've seen Ascian join up with Sydicate units while roaming.
I still very often find myself able to move units around but can't end the turn, restarting always fixes this one too. I had thought this problem was fixed in an earlier version.
Hmmm.... Isn't this the way it suppose to work? When you force surrender the enemy Sov gains all the loot from the other enemy heroes that are now dead. Six wargs? five dead enemy heroes? Doesn't seem like a bug to me.
After you max out your research trees you can opt to continue in techs such as 'Refined Mana' These 'Refined' techs should research indefinitely. I really should not have to pick again every other turn when it completes.
Right now there's 'Guard' and 'Explore' when you do hit explore units refuse to go inside the border of another faction, I recently built a dragon camp I have no use for but realised it'd be f'n cool if I could make the dragon patrol my territory while refusing to leave my border opposite of explore, it'd give another good reason for contiguous territory and patrolling units could randomly run over some rogue critters and start combat, or they could even s