The AI do also trade tech amongst each other, but there have been compounding errors that gave them too much research as a bonus. It could be a bug in the research area of the AI.
parrottmath
[quote who="Nick-Danger" reply="2" id="3341284"]Ok, I'll test it *goes off and tests* Ok, I'm back. I gave a new unit the Ring of the Glacier, then chose the 'upgradable magic staff' and was given the fire staff. Unless I'm misunderstanding what you mean (is there some other way to give a bonus to ice of which I'm unaware? -- wouldn't be the first time...), it appears to not help.[/quote] Then it's not WAI in my opinion. Since it should at that po
[quote who="luketan" reply="13" id="3340982"]That essentially is the difference in philosophy between MOM and Elemental. In MOM, the main criteria in ending something in was "is it fun? is it cool?", hence you get flying units, invisible units, ability to "Steal" opposing units, craft items, various ways to counter/dispel/block etc spells, The AI can't handle all this, [/quote] We do have flying units, and the ability to steal opposing units and various way to counter / disp
[quote]1)global enchantments: enchantments that affect everyone and everything. Like "all empire troops function at +2 Atk. " or "all spells cost 50% more except for the casting player. Lots of options for interesting spells. [/quote] Do you mean like "Ineluctable Vision" - Reveals the entire map as long as the mana upkeep is paid. Or more like "Shadow World" - Opens a rift into the shadow plane and spawns demons. I know at some point somebody set this up to spawn them ALL o
Although that would be nice, it is entirely exploitable. I mark this army to die (when I'm going to attack it next turn or in 3 turns because I'm there). As to your bonuses. I'm going to kill that capital city with my militia... takes me 100 turns to get there, at 5 percent that 500 percent bonus to my attack... militia wins. But your idea is not without merit and I wouldn't doubt that there is a good way to go about this process without resorting to gaining ex
[quote]-choosing the casting staff upgrade gave my starting unit the fire staff (incineration) -- WAI, but how would one start off with the ice staff? No way I could find (did I miss it and if so, please to inform me) -- so not completely WAI?[/quote] By looking at the files, I suspect, when you design a unit to upgrade along the mage path it will upgrade that unit to what-ever staff that will give it the most fire / cold damage available. So if you gave your units a bonus to say ice,
[quote who="Daynarr" reply="2" id="3341248"] You probably have units set to explore.[/quote] Which is on a list of things to fix ;)
[quote quoting="post"] Oh, also one quick question on the tool tips for buildings. If it say something like Mana 4 -> 4, does that mean there is no mana increase? [/quote] Yes.
[quote who="sharpxe" reply="3" id="3341227"] You already can farm xp by leaving lairs alone and intercepting spawned creeps.[/quote] especially if you box it in with warden upgraded outposts ;) But intercepting spawned creeps for xp leads to some risks to your cities, as well as the worry about the leveled up creep lairs that become problem matic late game if you didn't level up accordingly.
I don't think we should extend the fame for the first champion too much because that champion will start at level 1 and you need to (want to) level it up along side your sovereign.
Basically we should for each building add a cost to raze it... most of the time the cost is free, but for some buildings it will have a cost equivalent to the bonus received... allowing obviously for negative values in our resources.
Sounds like you killed mangar's city with the tower and that reset the counter on the tower... Because I believe if you delete your tower you can rebuild it again...
You never lost your first city?
Double clicking or clicking twice on the improvement in the build screen will automatically place the improvement. You should only highlight the improvement then hover over your city. Also, if the improvement is an upgrade improvement you shouldn't be able to place it in a new spot as it's spot is already pre-determined and thus it seems like you are not placing improvements. I only mention this as I do not have this problem. (Holding shift and rotating the mouse button will a
On the expert level the AI is now allowed to cheat and the 6 traits is the first of the cheats they get. If you do not want the AI to "cheat", then you would need to choose AI at the challenging level. The mobs at expert or higher will more-likely ignore the AI as per the benefits to make the game at the expert difficulty. They also get bonuses to research, resource production and gildar production.
[quote who="ben_sphynx" reply="2" id="3341165"]Especially if one starts by building the +10 fame building.[/quote] Yeah, that one can cause some problems in the beginning. I generally avoid that building as the first building. I choose this building only when I have a second city and then choose between which city should get this upgrade. I don't always cast propaganda, but I do tend to always build merchant first. Just so I don't have to raise taxes. But if you build the +10
You are right beguile only affects melee units. It is a symptom fix, but I also think web should have an effect on initiative on top of the immobilization, getting all the sticky parts to move can't be that easy. What range unit were you using out of curiousity(A standard bowman, crossbowman, mage, hero shooter)?
I wonder if you could make a monster use a strategic spell or ability. If that were possible then you could give a monster the spawn lair spell to settle a lair. Also, lair goodie huts at the moment can upgrade to another lair goodie hut of higher level. Thus, you wolf den can raise in level to a great wolf den. All that I can't figure out is how to force a spawn lair ability for a monster, but if the monster can use a strategic spell, then the spawn lair can be done very easily.
[quote]Added the Invincible defender trait (caster becomes immune to physical damage until its next action)[/quote] The Turtle trait... I love it. "Are you turtle enough for the turtle club?"
Since this always happens I think webbing should add an initiative drop, say -2 initiative or something for a webbed unit including imobilized (something like the sticky effect). Then it would satisfy the idea that webbing the range unit would be important as well as any other unit. I can mod that into the game and fix this problem that the black-widows have... maybe also add beguile to give a -1 to attack as the unit is kind of dazed as well. Then it wouldn't bother me so much if the bla
[quote]River Bridge mod[/quote] I seconded it ;) even if one must build it next to the city center to use it.
If you have optimus on your video card, which I think it does, go to the nVidia panel and ensure that you are making fallen enchantress use the 540m video card and not the integrated one. It is under the manage 3d settings. Find the LH .exe file and set it to use the high performance video card under program settings. If you primarly don't care about the video card battery when playing games, then set the global setting to always use high-performace video card. This might fix your
I think stardock has done a good job with limiting city spam. I don't build a city everywhere and maintain a competitive streak. I currently don't understand what the city spam is at the moment. I recently discovered that the game doesn't update the terrain tile from city to plains after a city is destroyed. This is why one ends up with salted earth. If you can rejuvinate the land to convert the city tiles to plains tiles it would allow one to rebuild a city (with differen
- "You are absolutely the worst pirate I ever heard of." - - "But you have heard of me." - Maybe after every 10 turns the fame should reduce as the forget moment. If you do dastardly acts you will get famous. If you get defeated, you don't get less famous. But the idea of fame going up and down doesn't make sense unless it is time based, but that can be set up as a random event. Turn 100 event lose 30 fame (people are starting to forget your deeds across t
it appears that the k_stables_01.xml seems to have been overwritten by the f_stables_01_build.xml