[quote who="joeball123" reply="12" id="3246397"]While I agree that Blind is rather strong for when you can get it, I would rather see it left alone or go with Heavenfall's solution than see a fixed-duration of three turns. I would also rather not see a duration value which is tied to the number of Death Shards you control, as I think that much of the magic in this game is tied too strongly to shards and too loosely to the caster already - for this spell and most others, the caster only ma
Brago
Auto-solved: closed the game, restarted and reloaded the save game (reloaded in game apparently not working)
I reserched the longbows technology with the Gilden, but I'm unable to equip troops. Is impossibile to upgrade my archer in my kingdom and the new archers started with the shortbow. When I try to design a unit with the longbow equipped, apparently I succed, but when I go to see the new unit design, they are equipped with the shortbow. Someone saw this bug with other faction?
I strongly agree!! we need more accuracy/dodge/spell resistence X level and less HP
[quote]These both exist, although I have only seen the swamp one once. The forest one is great though because the AI consistently - in my games - prioritizes capturing it, gaining them an extra city, and some resources or shards and some darkling camps if they're quick with the pioneers. The city was bugged with 0 materials for a while but I think they fixed it.[/quote] Unfortunately the bug isn't fixed, in my last game with .952 was present (5 grain, 0 mater
No, I found the bug for the first time in a .952 game.
Happened the same to me in my last game, I razed a Kraxis outpost and found beneath a 4/2/2 site (with adjacent another 4/2/2 and a 4/2)
I noted in my last game: Tarth was able to finish a wildland quest (one requesting to create a city in the wildland) at turn 35. I think Master Scout as to be changed and is power limited to NON wildlands zone only.
Happen the same to me in a .950 game
[quote who="mqpiffle" reply="3" id="3216781"]You should also be able to manually designate the group leader.[/quote] The best would be the possibility to arrange the troops in a desired formation AND designate leader directly in the 3x3 matrix of the troops.
[quote who="mqpiffle" reply="5" id="3215628"]Suggestion: Try setting monsters to 'dense' in the startup options and see if you like it.[/quote] I already always had monster to dense, but the problem is: you have more monster in the beginning, the suggestion is about monster spawning during the game, not at start.
Yes, maybe with a little maintenance fee for outpost... (it will prevent outpost spam too)
I saw this often in my last game, with my Kraxis units vs Magnar. if I attack a unit with candlelight cast on it, with a spear unit (I don't know if this happen with other type of units), it started a loop of attack and response damage until one of the two unit is dead.
To give the feeling of a living and feral world, I suggest to implement a lair spawn outside ZOC (with a minimum distance to other lair and of strengh related to season and distance from players border) like barbarian in CiV, in fog of war areas. This will give more PvE to the players who like the rpg part of the game and more uncertainty about what you can find in a not controlled zone.
Happen also to me all the time (kraxis vs magnar)
I noted this a lot of time, I give poison o take it even when I or the enemy dodge or blocked the attack, is that intended or a bug? (I hope the second, is a lot weird to dodge a hit and be infected in the same time)
The shrink spell is bugged, giving billions of malus attack instead of halving it. (this is related to champ Sulla and she shrink you even if she miss!!)
[quote who="Krazikarl" reply="12" id="3194709"] Elite units generally have much higher base stats than lords, so they start off much stronger. While they might not level up as fast, the game typically doesn't last that long past when the most powerful lords show up. Maybe if you are playing for hundreds of turns on a huge map the Lords end up getting more powerful, but when I play the games are usually decided prior to turn 150, so its not like the most p
[quote who="Krazikarl" reply="10" id="3194330"]Lords (think heroes/champions from MoM, Elemental, HoMM) are game changers. A single lord can accomplish in short order what would take standard units a long time to accomplish. There will probably be balance issues later in the game, but early on, they're great! I really don't find Lords that powerful. They seem to be somewhere between Advanced and Elite units in strength. So they aren't going to do
[quote who="Droghar" reply="151" id="3190485"] I don't much like champions surviving defeats, but if that is going to persist, they need to: Not be able to defend cities while convalescing (immobile), regardless how few hit points they have There should also be a loot penalty - if I defeat a champion in combat I want at least some of their gear. That would add a lot more risk/reward to champion encounters. If a champion dies against wild creatures, the loot shou
I play normal, with only base sovs.
[quote quoting="post"] *Of the 4 games I've tried, the crystal mines seem to be a tad too plentiful (only a little bit, mind you), and I use quite a bit of magical items in my builds. I never came close to running low/having to prioritize. As a counter-example, mounts are rare enough to make you choose carefully which units get to ride, though not so rare as to make that aspect of the game worthless (i.e., perfectly balanced in distribution from the few games
[quote who="Derek Paxton" reply="27" id="3167940"] K, got it fixed here. I'm going to stream out a fix (ie: you won't need to download a patch or anything, it won't actually change your local files). There are 2 issues. The fix is that splash damage is way stronger than it should be. The scale was supposed to be 0.25 for 25% splash damage and instead it is set as 25 (ie: anything in the vicinity dies). The
[quote who="joasoze" reply="14" id="3164367"]Quoting Brago, reply 12 I NEVER use the governor path: in my last games I had a lot of problem finding champs and i will never sit them in a city doing nothing. (they ara a too rare resource to be wasted to govern a city, when you need generals) If you are in a position that you have gotten 4-5 cities with slow growth, then path of the govenor can be an ok choice for a non important hero. You dont have to put him in a city to g
[quote who="Heavenfall" reply="6" id="3164352"]Def stays the same as members in a unit dies off. Except when they have specific traits such as Enduring (+defense when under X% hitpoints)[/quote] thanks! never notice that! but they lose all the same attack