You have your army on explore, they will try to explore until you turn off explore. It's annoying but you have to click the button again.
ShadeDragonIncarnate
I think completely remove the restriction would not work even with increased mana upkeep, since one procipinees crown and you have free maintenance on summons as it is a buff on the caster. Instead how about summoner 1,2,3 add an extra summon each, maybe path of mage too. Or instead of extra summons summoner allows you to summon in squads. Or just create a larger variety of summons so you can bring in 1 of each. (summon great wolf as a tactical spell may make the summoner perk
Maybe as a solution: -All sovereigns start with recall scrolls, and ai will move to defend towns if they are threatened, using scroll if they can't move fast enough. -Half movement speed when in a hostile area of control -Auto garrison improves earlier.
Yes, since they boost your stats you get boosted crit chance even on your spells.
Fast halves the production cost of all things, thus you produce stuff twice as fast.
Not really sure if this is just a UI bug or if it actually procs twice, but if you kill an enemy with say, a strike from a poisoned weapon, the instant poison damage procs after the units death and you get the on kill health again. You can do the same thing with double strike if they die from the first hit.
[quote who="SOLOSOL" reply="6" id="3274177"]This is something that would be nice to use influence for: to break treaties[/quote] I really like this idea, maybe have cost scale off of how much your factions like each other (just calc your factions like towards them similar to how comps decide they like you.) Influence has too few uses as is if you start getting a lot of it, such as having wanderlust + heroic I ended a game with 5.6k influence, even using it to trade for tech constantly
I just wish the computer would take advantage of it since they get some really beat up heroes at times. Either that or auto resolve should be kinder towards heroes, or maybe make auto resolve simply not take account of severely wounded troops in exchange for not killing them :P
I recently forced surrender of 2 factions who both had cruel sovereigns and after steal spiriting them both I now have a permanent -10 faction-wide unrest penalty. Please fix so that surrendered sovereigns either do not transfer their faction-wide bonuses/negatives to their new faction or that they go away upon death or dismissal.
Get everyone else to declare war on them and let them die. Cast curgens volcano on them until dead. Maybe I'll think of something else :D But yeah, unless they die you have to wait for 99 turns to get rid of an alliance.
I still have the gog version of MoM installed on my laptop and I pull it out occasionally. I will admit the ai sucked badly. And it's buggy. I still have a lot of fun exploring it's worlds and conquering it's lairs. I tried out warlock master of the arcane because they said it was a modernized MoM however I found it just to be a magic skinned Civ 5 and was disappointed (admittedly MoM was a magic skinned civ, but W:MotA doesn't have tactical battles or heroes, it did have very
Double strike's description says it attacks twice as -30 accuracy, however like most skills it auto hits, even when blinded.
Of course not, you're killing all the pop growth in the arena :D
Yeah, it counts duration by your turns not the enemies, so it used to only last one enemy turn and 2 of yours, now it should last 3 of yours and 2 of the enemies.
Horrifying wail does not currently get benefits from +% spell damage perks/equip, even though tool tip says differently. So its just 30 points of damage at 10.
[quote who="Gaunathor" reply="6" id="3266467"] Quoting NanakoAC, reply 3"magic resist" only affects a few particular spells, mostly status affecting ones, and mostly not at all affecting damage spells. Spell Resistance does affect damage spells. It reduces the damage by half, if the spell fails.[/quote] It doesn't affect any death, air, and I don't believe it affects water on those damage spells. The only damage spells you can resist for partial
Big thing is picking up the right champ perks for melee, Pick a weapon type and pick the damage amp perks for it, I especially like cutting since there are a lot of good swords and axes, I had a champ with the silver sword from turn 15 or so and he rocked all game, 12 damage + 10vs elementals and twisted, +5 from lethal, + 3 from finesse, then 45% from the cut damage perks made him hit hard, most of the time he'd take out lords of the flame in a single hit. Later on I found the berserkers
I think rather there should be a key/button that rotates through idle towns, as well as an active research thing for conclaves and towns that takes the place of those "while inactive" bonuses. That way you can just hit the key to find which towns are not being productive, and with the settlements that are working on economy and research not inactive you wouldn't have to scroll through them too. Also on team formations, please stop putting my low level mages in the f
Units that have a destination are skipped as they will go when turn ends, however if they have move left over they won't use it and you lose it :P Unless you are talking tactical, then I don't know what you're talking about.
I'm not sure, but I think computers can instant raze towns on any difficulty. Either that or losing in a defense to a town causes it to be destroyed if it's too small.
A quick search didn't find it so I guess I'll post on it. If you immobilize a unit with tremor or freeze and then fight the enemy using auto-calc the enemy can jump around, even had one take a outpost from me after I beat him. Also immobilize does not seem to last the advertised 2 turns, unless it's talking about my turns and not theirs.
Having the same issue, 17lvl mage focused character, tooltip says I should do 40ish points of damage, I do 21, even though I have +50 from my staff + 50 from path of mage and +25 from evoker :P