Did you play the tutorial?
seanw3
Regular armies are better in the late game. Heroes can get godlike within 30-100 turns, depending on how good of a starting location you get. They just need to take out +1/level bonuses and make it harder to level in general. That way it will scale better with the regular army. As to a regular army in the late game, any equipment they get can be bought by heroes. Fireball owns any of the larger units. I would like to see better AI all around and hero fixes before the regulars ge
Most traits you get from dying aren't even that bad. It won't break a champion to have a few scars.
You seem to be under the impression that the cities only take resources from the tile they are settled on. In fact, resources are taken from the center tile and the 8 tiles that surround it. The number you see as the yield is the total amount a city will gather from being built on that tile. @The Devs, I like what was said about getting more creative and balancing it afterwards. There are alot areas that need to be expanded, like factions. There are a few areas that need
I think this should be lord... [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Elemental_load.png[/IMG]
Agreed. I just want to make sure we are more organized about what we ask for. [e digicons]:ninja:[/e] I think special attacks and defenses could be expanded greatly. It should be about equal to the options from spells IMO. I would really like to have some heroes that can help the stats of the units around them. Ex: Rebel Yell - Gives all units within earshot (2 tile radius) a boost to attack (+3 attack, +1 for every 4 points of Charisma) for
That is an AI champion. I was impressed by how well equipped he is. A very good +1 point for the AI maker tally. [e digicons]:frogboy:[/e]
That would require some serious changes in the coding. I think that for now they should just make leveling a longer journey. It is currently a rather linear system. I would like to see some exponential values.
In the long run there will be another expansion. The devs have indicated that there will be no LOS in this version. Reading this post might give you some more information: https://forums.elementalgame.com/415575
The Prodigy Traits I-III are using the wrong icon. Prodigy I - Using Prodigy III's icon Prodigy II - Using Prodigy I's icon Prodigy III - Using Prodigy II's icon (I assume) [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Anexandru_The_Battlehardened.png[/IMG]
GalCiv2 has a very good UI for units on the same tile. I am still hoping they use it for this game. Very dangerous to try to change an army stack near enemies. [e digicons]#:([/e]
(8.) This is bug. Stats that are meant to go to the whole army are only working if you are the leader. Very annoying for a strategy that wants to use Shield Wall to boost defense.
I am already back to vanilla. But it is nice to test leveling out with a mod. Needing more XP to level solved so many problems. I also think we should be able to play as multiple factions to test strategies against one another. Right now I am looking at different levels of sprawl in the very early game. The theory seems to be matching up to the practice pretty well so far.
Nice to see a vet's opinion. BTW, dynasties are an option that is currently turned off. The feature is apparently missing some art, but can be turned on in the XML.
I'll buy that for a dollar. Bugs aside, I think it i time we start sharing epic battle saves.
Not guarding your cities should be the trigger that spawns new lairs and revolts. [e digicons]*_*[/e]
And start playing Fallen Enchantress...
I would like to see Ragaldo die. That idiot is clumsy. He quite often will attack my own troops, but as long as he is basically immortal, I will use him as fodder.
Also, you can find or buy scrolls and use them to learn new spells. There is a special building that allows this,
Did you try finding grain nearby and using an outpost to funnel it to your city? That is how I usually handle this. I like the prestige system the way it is. Materials are less useful for a capital than grain. But for any other city you have the option to make it a producer city and move on to another area to build a level 5 city.
This is a bug. Cities are meant to only lose 50% of the population. I figure 25% die and the other 25% flee back into the wastes. That should leave 50% (according to Derek) for enslavement. Hope this makes it into next week's patch.
Also had problems getting The Scrapyard to be conquered, as well as then Avalon-ish city.
I am now thinking that the tower should be a cityhub upgrade. As you level, it would get new additions.
Maybe after 10 defeats the hero dies?