I can confirm I have this issue two. Another variation is the game will keep auto-producing designs with different names but identical stats. E.g. I've had it produce advanced scout, forward observer, and guard designs that were identical except for the names.
cwg009
I am having the same issue. Your instructions on what to delete are unclear, they match none of my directory paths on Vista 64. I assume you mean the screenshots folder buried in the my documents area? Clearing that out didn't help. I also found a screens folder in the main game install directory, but it looks kind of important? Maybe I'll back that folder up and try deleting it and see what happens. Could just be coincidence, but I have never seen this issue before and there
Another issue is the momentum capturing cities give you. Take your one doomstack, go conquer some AI cities and your economy just gets stronger and stronger with no downside. No rebellious people. No penalty for integrating the new city. Full influence right away. It's silly.
Do any other spells do this, or just arcane strike? I haven't been able to tell myself.
It's definitely overpowered. Arcane doom should be single target only, no AOE.
I had this problem too. First time I've seen it happen was with 1.06. Emptying the screenshot folder seems to have fixed it (which is bizarre, but it worked). Specs: dual quad core 2.67ghz I7 cpu 6 GB ram ATI Radeon HD 4870 X2 Vista 64 bit
Yuo[quote who="charon2112" reply="25" id="2741180"]Is there any sort of "influence takeover" of other kingdoms cities that are near your borders? Can you flip them?[/quote] You can't flip them, but you can wipe them out with influence spread. The city will just disappear.
I like it a lot. My only big complaint is that the AI is not at all challenging.
Here's some I noticed from my game last night (large normal map, epic pace, 9 ridiculous AIs): -AI sends pioneers completely unguarded so that I can wipe them out with my peasant scouts. -AI allowed me to send a peasant to burn down their mines and libraries even though their Sovereign's main stack was a few squares away. Took around 20 turns before the AI responded and killed my peasant. -AI sovereign went and took a city last night from me for the first time with the
I do think there should be some sort of maintenance cost the more cities you have. Currently I don't think anything like that has been implemented, or at least I haven't been able to detect one.
I think it should be made more expensive. I like having it in the game for those who want it, but it's a very powerful ability and should cost more for those who want to build a strategy around it.
You probably captured one of the minor faction cities, which currently can't be leveled up. Devs have said this could well change in the future. Personally I just raize them and found a new city of my own. Capturing one of the 10 major faction cities allows you to level them up as normal, although there is some weirdness when capturing cities of the opposite alignment (kingdom vs empire) due to duplicate buildings for each alignment.
Apparently they did. Try changing the pacing setting to epic, techs take much longer to research and I'm liking it better. Especially on a large map.
The only downside to city spamming early on is that it's taking resources you could potentially use for other things, like leveling up your capital and building the more advanced buildings, building a decent early army to go conquer your neighbour, or even equiping your heroes. Generally though I think rushing to a good resource site is always worth it. However, if the city is going to be a filler location with poor resources there is no rush, except maybe if you need to block the AI from bui
[quote who="Deneidez" reply="7" id="2740337"] What are for example those technical buildings? Lets see what kingdoms have. School +15% University +25% Hostens Library +8 (Only one per game) ---- So with school and university level 5 city tech output without libraries would be... 1*1.15*1.25 = 1.4375 ... uhm? That is actually less than what 2 new outposts can do. <br
The list sounds great. Thanks for all your hard work. Enjoy your well-deserved time off!
Yes, specifically the number of people who arrive in each city each turn is equal to the city's prestige times any prestige multipliers.
My way to beat the AI from a builder / turtler perspective: Step 1: Colony rush to 4 or so good city sites with a nice mix of resources Step 2: build some throw away garrison units Step 3: Continue to build defensive units whenever you have extra resources to spare while you are having fun growing your cities and teching up. Step 4: Ignore the AI, they will never attack you because you are defending your cities properly and have a bigger army without reall
The OP's ideas are all good ones. As for what they intend to do with tactical battles, I do think they plan to improve them. I get the sense though they want to make them more fun and engaging without adding in unecessarily complex mechanics. That's one of the reasons I like the OP's suggestions, they are all simple changes that will make the battles more interesting without being more complicated.
Sounds like you're developing pretty normally. 4-5 good city sites with a nice mix of resources are all you really need. Personally I'm finding the pacing of this game a bit too fast, going to try a game on epic pace tonight and see if that helps.
I believe his point is that it's not what people are saying, but how people are saying it. In general, I tend to agree that civility and good manners do go a long way. Especially when providing honest criticism of a game that I for one cetainly think has lots of room to grow and improve.
Sometimes you get large areas of desert or forested hills or whatnot with no resources around at all. In other words, large wastelands that aren't really worth a city except for some non-economic strategic reasons (e.g. teleport landing pads).
I think you're supposed to move units to the white glowy areas on the edge of the map. Haven't tried it myself, my minions know to fight to the death or face execution for cowardice. [e digicons]:grin:[/e]
It's too sides of the same problem. The AIs are not getting distributed evenly on the maps so you end up with a lot of them getting bunched up on one side of the map. Also, I don't know what exactly I'm doing differently, but I've never had the AI become instantly aggressive, they seem to ignore me all game long unless I take the initiative and decide to gobble them up. From my perspective the AI is way too passive. Playing on hard currently (and it's not).
[quote who="Sythion" reply="20" id="2737982"] And for many players, that would make the game easy. I think the first priority should be making the game fun by fixing all the wonky game design choices. Those choices will also help balance the AI and make them seem a little less stupid. Edit: Also, if you don't fix these aspects of the game, the only way the AI can be competent is by abusing stuff itself. That's going to make things REALLY not fun for players wh