Just finished a game I started in 1.01 (now gonna actually get around to patching to latest version) and the game's getting really good now. The AI, on Normal difficulty, actually put up a fairly solid fight against my cheesy, though not always competent, strategies, captured a couple of my cities, used special units effectively, and AI-controlled Verga even managed to conquer Torax's wildland, something I was scared of much of the game. Very satisfying to play against an AI o
MisterAedan
I'd appreciate some enlightenment on this too - a city that I thought would be moderately well-defended was attacked and recaptured by Gilden because the militia (it was a level 2 city, so would have had three units of militia and one of archers) didn't show, leaving just three units of slaves to fight the invaders. Was it because of unrest, or because I hadn't held the city long enough? Another city I had captured from Pariden some time earlier was attacked a few turns be
I'm currently trying to play a game as each of the default factions and sovereigns. After a good game as Altar and a less successful one as Resoln, I chose Magnar, who I've never had much luck with in the past but is proving to be something of a badass this time around. In the early game I followed much the same strategy as Emperorjarin above, spamming one unit of slaves per turn and using them as meat shields and strategic mana reserves. The other two Flesh-Bound spells never
[quote who="Schweiz" reply="26" id="3276291"]Lord Xia isn't thinking outside the spellbook. Eat your champions souls, steal their summons... Summon Familiar, SUMMON MORE SUMMONS! [/quote] Oh my, that was my breakthrough moment with Magnar a couple of nights ago - realising that his Imp could summon an extra Fire Elemental. Magnar and his two pets are now immolating everything they see while Mini-Mangnar hides in a city. Now just need to steal some Earth and Ice magic a
All looking good so far, seems to be a slight improvement over 1.00 for me.
[quote who="joasoze" reply="26" id="3271623"]Umber, but without master scouts. Its all so sad. First they take away Umber as a default nation, then they give them the most newbie ability of all. Its sabotage from the other races... I would gladly pay for a DLC where this is fixed.[/quote] Yeah, this. Umber-with-snakes was my favourite Empire, they have since been surpassed by Yithril. Big angry monsters who can train even bigger, angrier monsters are where it's at.
As I posted over in the original thread, I would like more scenarios, including more sovereign backstories. Particularly something from a Fallen perspective, although it would also be interesting to find out what Markin and Irane were up to while Relias was screwing things up in the East, or to play through Tarth's rebellion against Capitar. I kind of like having premade maps as an alternative to random ones - the one I'm playing at the moment has been quite exciting - but wou
I would buy a DLC map pack, but am with others who would like to see new scenarios (especially more sovereign backstories, I got a kick out of the Fallen Enchantress campaign). I'm playing a pre-designed map (the Bay of something or other) at the moment and am enjoying it so would play more, when I want a break from random maps. Stamps would also be good, as mentioned above. If this DLC is successful, can we get somewhere along the line a revamped Umber and Capitar
Holy crap, this looks amazing. I've been meaning to give this mod a spin when I have time, but now I'm going to make time!
[quote who="Poko8" reply="2" id="3252662"]Definitely clear of all quests[/quote] Yeah, likewise when it has happened to me - either no quests in log or only wildlands/master quest ones, and it has still happened.
[quote who="Publius of NV" reply="17" id="3252833"]Woot! I got the pony![/quote] Pics? Why am I excited about this?!
1. Do you feel monsters act too randomly? Not really. 2. Do you feel like early game monsters are too powerful? Sometimes, although my maps have been quite good about this recently. Earlier builds were worse, with Umberdroths and Knights of Asok very close to starting points and wrecking cities in the first few turns. Now it seems like medium-to-powerful monsters are guarding all the expansions, but I stand a chance of getting an army together who can fi
Oh god, I'm having GalCiv II mega-pirates flashbacks. Spiders can only make it worse. (Mean this in the best possible way, looking forward to having my games shaken up by random events - mostly).
I really like one I have only seen once, where you have to defend a group of priests from an unruly mob - or join the unruly mob. Also the Arena & Assassin's Blade quests, especially the latter when you come to the final victim...
I like that there are two variants, when the corpse spider one came up I was caught properly off guard. Also, the noblewoman one has a variant, at least as of the current beta. THAT threw me, and I ended up doing something horribly evil and out of character just to see what happened... The rewards I really like are the ones where a unit joins you - I've had spearmen, archers and pioneers pop up. Really useful early on when it's slow to build stuff.
Yeah, only ever cast this once and watched in horror as the demons ran around the enemy city I had summoned them by to chase after my nearest army. Guess there's a lesson in that somewhere.
Oh yeah, I'd definitely enjoy seeing them in the mod, they look like fun.
This looks fantastic (doubly so for giving some love to the underdeveloped Hunter role), looking forward to giving it a try. This has masses of potential.
Yes, this, and two other related AI tactical spellcasting issues immediately spring to mind: Units with ranged fire attacks targeting injured units to pick them off - effective in principle, not so much if the injured unit is a fire elemental. Casting of questionable buffs - haven't seen this one so much recently, but there was a point when the AI champion's response to seeing 3 units of knights bearing down on him would be to stand still and cast Protection Against Fi
[quote]The Good Wild areas, A+ best idea you have had yet I love the increased danger, the bosses, and the way it creates an unsettleable area for awhile, would love to see a forest and swamped themed area.[/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 th
[quote who="ddd888" reply="2" id="3217901"]also as general gameplay i dont get how you guys can have them early[/quote] In this case, I lucked out a bit and got lots of weak quests near me, so I was able to raise the influence to hire them quickly. I prioritised the Heroes tech because there was a hero I needed to get on my side as well, so I was able to queue henchmen before I could build pretty much anything other than spearmen. Once I had the first load of magic weapons I was
Does this happen to you a lot? I've seen one or two games like this, including one where I couldn't even build my first city, but it's quite rare for me. What settings do you use when generating the map? As to losing the existing fertile spots, yes, Kongdej is dead right about getting a couple of pioneers out early to bag locations if they're rare, because even though the AI is a bit more restrained in this build it does have a knack for pulling pioneers seemingly out
My custom Capitar sovereign is actually quite similar to your Pariden one: Diplomat Water 1 Life 1 Brilliant Scholar Wealthy Cowardly Rusty short sword The idea is that he's an academic and a diplomat but not much of a fighter, and in battle functions as a supporting caster/buffer. In previous versions he (with slightly different skills) would take Path of the Governor for the instant prestige bonus, but I'm more likely no
Yeah, this is confusing as hell - and when the AI comes into money they will sometimes offer a fortune (I've got 400+ Gilder from these deals in past versions)
[quote who="seanw3" reply="58" id="3216860"]Relias would be one of the major factions if Henchmen were less buggy. Those little guys add alot to an army, but I have trouble making custom versions of them to suit my style. The problem is that they have a weak blood trait, a weak weapon trait, a late game quest trait, and an early game defense against fire. That doesn't add up to most powerful faction. Making the blood better and perhaps giving them an entire set of special armor would set