I think I've seen this one a while ago.
merlinme
I'm going to stop playing till this is fixed, it's frustrating to say the least to play for 20 hours and then be unable to get any further. I've posted a couple of save files to the Support forum.
I've had a lot of problems with the game hanging (becomes unresponsive) when I hit end turn since 1.4, as have a lot of other people by the sound of it, roll on 1.5! However I've generally been able to keep playing by loading an earlier save and doing something slightly different. This time when I hit end turn the game consistently becomes unresponsive. I'm not sure if it's the turn number 151 (is the game trying to do random events?) or because of the fact that the Ma
[quote who="Borg999" reply="25" id="3417356"]I agree. but the downside, is that the AI could win by magic victory far too easily.[/quote] Well- yes? You want the AI to be able to win, right? As it is, it never seems to cast Spell of Making on less than Insane, I assume because it doesn't have enough mana. If it saved its mana and cast the spell and you hated it that much then you could always switch off that method of winning. Personally I think it would be a good th
I don't really have a problem with you proving that you can get money out of an AI by declaring war, and then backstab them by making peace. The problem is that you can apparently do this more than once a turn, and without consequences. Rather than messing with the diplomacy too much, I'd have thought the simplest solution would be to have a cool-down period on peace treaties. So in other words, if you make peace there is an enforced 5 turn period where you can't declare on that A
I'd normally go for the better initiative, but assuming you have amulets etc. to get the hero's initiative up, it's hard to argue with 66 attack, Overpower and Crushing Blow. So in that particular case, if this was a warrior who wasn't spellcasting particularly often, I'd go with Curgen's Hammer. I can't remember the exact critical calculation, you can find it on the forums somewhere, but it's worth pointing out that you can get a critical and still&nbs
[quote who="csac1979" reply="44" id="3416814"]Merlinme: I agree to you that "Juggernauts are the best units". But you are fatally wrong if you think it doesn't take long to research them. That seems only true on first sight!! I played a game with this race and I was not stoked.[/quote] I played Verga in my last game, it was quite fun, but I wouldn't say I thought he has the strongest faction. What I would say is that I got to Juggernauts a lot faster than I got to bo
Yeah I've had the AI start the Spell of Making on me about four times. I've seen it complete it at least once. I lost when it completed the spell, although it was a bit buggy, I think the end screen said I'd won a Conquest victory or something. In my current game the AI is casting the Spell of Making, I should be able to stop it by capturing its Towers (although it's highly unclear from the documentation exactly how you do stop the Spell of Making). Th
It still seems a really stupid idea though. Even if the objective is to make it hard for yourself, it would be more or less unplayable if your first hero didn't have Life magic, and that's random. I might like a challenge sometimes, but I'm not that much of a masochist.
It's unusual not to have some beasts which are accessible and you can tame. If you have good movement you should be able to find them. The only real exception I can think of is if you're stuck in a bottleneck with no way out, but if that's the case you're probably screwed anyway. Even if you can get a bear cub and a wolf, plus your starting troops that will let you take on enemies you couldn't otherwise take on, and you won't pay maintenance for them. Normally I c
[quote who="Raiddinn" reply="35" id="3416063"]I meant for Bandit Lord to be chosen before the game starts and Warrior on the first level up[/quote] That's not a custom sovereign though, is it? I don't mind playing Scarred, but a Scarred Warrior without Life magic? ... um no thanks. That's not a challenge, that's just making really stupid choices. When making a custom sovereign all of the positive traits should have some benefits, even if some of them seem cle
I tend to think if you can do stuff faster than your opponent you will win. Most of your picks seem fairly sound, but I would have thought Mancers + Master Scouts would give you crazy movement, which should greatly reduce the chance you would be short of resources in the first place. The Decalon would also help you to claim resources with Arcane Monolith. Have you not chosen Beastlord because it's too obvious? Beastlord is always good, but even more so if you are limited in the tr
[quote who="Raiddinn" reply="33" id="3416028"]If you want to make the game harder, play a custom and I will pick the traits. Slave Lord, Light Plate, Betrayers, No Ranged, Krax, Bandit Lord, Scarred, Warrior Profession, Attunement, Sovereign Bond, Earth 1, Fire 1, Discipline.[/quote] That would certainly be hard! I hadn't considered making a weak custom sovereign, but of course there's no reason not to. I just assumed the point was to try to get the best combinat
Incidentally I don't Raze the AI city after I've Sacrificed the population. If it's got to level 5 it's almost certainly got enough cool buildings to be worth keeping. A Conclave with 2 Essence with Produce Mana and Meditation would be worth 4 mana + 3 mana from population growth a turn. A Town with Slums and a Festival I believe could produce +12 Growth, all of which can be Sacrificed. Produce gold and produce mana may also be worthwhile, depending on t
My assumption is that it is to make attacking the AI less powerful in general, and less powerful on high difficulty levels in particular. I was getting hundreds of mana by Sacrificing AI city population, which seem to grow ridiculously fast on high difficulty levels. One slightly quirky effect is that it's much better to capture an AI city one turn after it goes up a city level than one turn before. You may never get it to level 5 from level 4 if it's just lost 75% o
The only use I've ever found for a Familiar is to sit in my capital giving me twice as many Freezes/ Withers etc. It can be quite handy if the only hero you currently have with useful strategic spells is your sovereign; you get to cast those spells twice as often, you don't have to worry about the cooldown so much.
[quote who="csac1979" reply="31" id="3415748"]Merlinme: It seems that you don't know that you can create your own sovereign?[/quote] Eh? Sure I understand you can create your own sovereign. I did it once a while back. I don't really see the point though, the pre-designed ones are supposed to be balanced and have all the lore. I imagine most people would choose to create a sovereign with combinations of traits which are very overpowered. (Although I still think K
Interesting, that would explain why I never see them then! It's rare for my games to go past turn 200. I assume this could be modded to make them appear earlier?
I almost never get cities to level five, so not sure how much I can contribute! [e digicons]:grin:[/e] Having said that: Tower of the Magi seems pretty useless as it currently is. Maybe it could give free extra defenders? Or how about giving extra spells, e.g. all your heroes can now cast Fireball? Or give a tactical mana reduction for all heroes. Something other than a fairly useless extra spell resistance, anyway. Mining Guild is useless. Should be four metal a
[quote who="csac1979" reply="27" id="3415578"]1. Which difficulty level is "ridiculous"? Highest, second hightest? 2. Lady Irane has a "normal" bow? Each sovereign can start with this bow. What do you mean? 3. I already wrote that I prefer mages. For them I need crystal; thus I try to grad up my towns as soon as possible (level 4 conclave gives +2 crystal every round). 4. To my opinion shooters are always stronger then melee units, even the weak archers you can get at an early
Would Raise/ Lower Land work for removing roads? I've not actually tried it.
[quote who="csac1979" reply="25" id="3415486"]Who said that I only use 3 troops in my army??? The Tarth race is still the strongest one due to the double attack.[/quote] I'm playing Tarth for the first time in my current game; I am winning with them on Ridiculous+ (XtraSavage mod), but I'm not a huge fan. You might as well throw away the bow Irane starts with, and their great strength is archery, which is a long way into the tree. +50% damage vs. beasts has got to be
[quote who="sfossil" reply="4" id="3415265"]The raze is likely a option, I just did not found the funktion to do so[/quote] From memory the Raze button is near the bottom of the screen when you select a city, near the Build/Train buttons etc. You may have to click on "More" to show it though, I can't remember.
[quote]Techcost increase per tech reduced from 10% to 5%[/quote] Does anyone know what "techcost increase per tech" actually means? Does it mean that later techs cost more to research than early techs, and they're reducing this penalty (presumably making it easier to complete the research tree)?
[quote]I earned a enemiy city , build on a life shard, with zero people, zero growth, zero production.[/quote] If it has zero food then growth will be capped at 0. Personally I Raze cities like that when I capture them from the AI. The AI doesn't play by the same city site rules we do, and sites which are viable for an AI are not viable for a player. The last time I razed a city like that, I could instantly see a much better city site I could settle on