[quote who="Kongdej" reply="1" id="3123715"]ATM. I feel magic level ups as being the most powerful, followed by "The path of the Warrior", but second one is only powerfull with the right item drops and most level up perks are really useless when you get right down to details.[/quote] ever noticed that the computer players sometimes have 2 or 3 paths? so warrior, assassin and defender all at ones. and have glyph of life on them by default, even on beginner.
inphobia
they need to add up, so 5 food and 3 materials would be fine. but 3 food and 2 materials is a waste of resources. influence is precious, since you want high lvl cities. i prefer 5 food, 3 materials since those are the easiest to get to lvl 4 and 5, 4food 4materials is double as well with the backery but a lesser option. everything that gives food is great. i've never seen a tile that goes over 5 btw (so 6 food or six materials). low materials are easier to fix with lots of
[quote who="Humility" reply="7" id="3123661"]es, I did pick up impulsive, it's do good for common emeies but useless again epic enemie even my hero is 12 level or something, that's dragon epic quest get first attack, and attack more while my hero rare get turn. impulsive all right and good for common enemies. not epic. [/quote] summon something lame, add it to your army last. the main dragon will go after that first, then it's your sov's turn. cast stinking mud on the
[quote who="Tasunke" reply="8" id="3123667"]-> I've thought about stacking some Blizzard scrolls to use for that battle [/quote][quote who="Tasunke" reply="6" id="3123652"]fireball WITH impulsive just breaks the initiative system ... while fireballl WITHOUT impulsive is a semi-mediocre spell at best.[/quote] both true, but there just aren't any decent direct damage spells other then fire. storm is random, blizzard is underpowered and has a casting time of 3. i ju
[quote who="Humility" reply="5" id="3123644"]Thank you post share your hint..live 1 regen I find that not overpower, it's just gave you one heathpoint per turn[/quote] it gives 1hp/turn for each lifeshard you have, which makes recovering from battles (since it also works on worldmap) a breeze. with death you have to make sure you rest long enough between battles, so life races through the game and death stumbles along.
it always pains me to have to choose between a magic level and a new perk during level up. since this game is about _magic_, wouldn't it be a wise idea to let you choose both a magic level and a perk during level up. perhaps only give the choice between 2 magic levels and 3 perks, or downtone the perks a bit, but it would put a lot more magic for me in the game. since i've never even gotten a sov above lvl 12 i don't quite see this as ballance affecting, and it gives you a
lost of almshouses and never build a city where food + production don't equal 8 or more. if you conquer such a city, raze it. outpost are way to good and easy.
wicked army leader ofcourse: evoker, live 1, fire 2, air 1, attunement, impulsive reasoning: * live 1 gives regen, which is way to overpowered. should go into earth imo * fire 2 gives flame burning blade, burning hands, pillar of flame and flame dart, a must early in game. fire 3 + impulsive give you a 1 turn fireball, way to overpowered * air 1 for haste at the start, but air 2 + fire 2 give you tireless march, WHICH STACKS AND WOR
[quote who="Goldmos" reply="18" id="2806520"] Quoting xthetenth, reply 7I thought it was triple channel for a total of 6 slots, so you could get up to the lofty heights of 12 GB... *drools* Well, if you look at alienware.com, the aurora ALX CAN support up to 24 gig of rams [/quote] 4gb ddr3 modules are fairly commonplace, so 6 of these modules would give you 24gb. if i could pay for the power bill i'd bring home a ibm x3850 x5 from our datacenter, 24 cores
wow, and how many of those have multiple spawns on the same tile? not that it should happen, but sometimes these just pop over other poi's, such as other goody huts, quest locations or resources.
and another one with 1.09e. when you research an adventure tech, be it one that spawns quest huts or resources, those points of interest only show up the next turn. ofcourse this could be a design choice, were it not that if you save just after researching and then reload that save the point of intrest do pop up. better yet, if you don't save/reload but move a unit nearby (within the line of sight radius) where the point of interest is about to pop, it will also get revealed. this goe
if you're standing next to a mob and right click to attack, the auto resolve feature will use up 1 movement. if you do the actual tactical battle it does not use up any movement. 1 of these is flawed: either tactical combat should consume movement, or auto resolve shouldn't.
in 1.09e, when a kingdom caravan gets killed, the city that owned the caravan can now build 2 replacement caravans instead of 1. this can be reproduced at will. haven't tried it with empire yet.
in 1.09e at least, when you cast lower land on mountain ranges the cloth map just blanks the tile instead of changing it to a hills icon. 3d view has the correct graphics however.
yup, have this one as well. the game in question started fine. after a while i noticed that npcs had a 0 gildar recruitment cost, followed by 4million+ cost later on. seems someone wrapped his uint32. i did save and load a couple of times, and noticed it only after loading. it does not seem to manifest if you don't save & load.