I agree that it would be nice if there were a tooltip that would come up with the effects and expiration date/turns remaining anywhere that you can find the treaty listed. For your information, and for that of others, until such time as a tooltip gets added: Trade Treaties increase the income of the signatory factions by 10%, and last until cancelled (or possibly until one party is destroyed, but I've never bothered checking). Economic Treaties create a trade route
joeball123
[quote who="Chaosti" reply="16" id="3365098"]Ok I'll create a new game with 3 insane AI on dense monsters and all that.[/quote] Huge map, don't forget that. [quote who="Chaosti" reply="16" id="3365098"]I can't believe you think removing 3-4 shards is actually a 'gambit' that would make you useless later on though. If I were consuming every possible shard that would be 1 thing, but it was mainly an early-game thing to get everything going **shrugs**[/quote]<
[quote who="GFireflyE" reply="8" id="3364917"]true, the ones I am currently summoning are young. How do I summon older ones?[/quote] Build Shrines and Temples. Young come from Shard Altars. come from Shard Shrines. Ancient come from Shard Temples. You don't need to lose the lesser versions of the shard critters before an upgraded altar will spawn the higher level version, but I don't think I&
[quote who="Burress" reply="14" id="3364982"]The consume shard is a decent gambit in my opinion anyway (on non-damage increasing shards), since it takes quite a long time get that much income off a shard, and if you can accomplish a significant strategic objective early it will probably more than pay off. From what I have seen posted, it is not easy to take out an insane AI early, so I can see why you would place more emphasis on long-term value.[/quote] I agree that consuming distant
[quote who="Chaosti" reply="12" id="3364894"] How long does your games run?[/quote] Until I get bored. I'm also more interested in building an empire than wiping the floor with the AI. [quote who="Chaosti" reply="12" id="3364894"]You do realize that was turn 20 right?[/quote] I did notice that that was turn 20. I also noticed that you'd destroyed every shard you'd found, and had not yet encountered an AI faction. 800 mana isn't going to do you any good
[quote]Is there a more intuitive way for me to know what all the food buildings do for my population? I see Food per grain, food %, etc - all I want to know is how many turns until my town increases in population, and how to better understand my max population at a given time (so I can see the effect of a building before spending turns building).[/quote] Max Population = Total Food Supplied. Total Food Supplied = City Grain * (City Food per Grain + Faction Food per Grain) * City Food
[quote who="Randomforumperson" reply="5" id="3364828"]swords(most versatile and quick weapon in my opinion) with 2 counter-attack means a unit that just attacked suddenly has 3 attacks total instead of 1, thus tripling damage output..and regardless of direction they are attacked from.[/quote] By default, units only deal half their normal damage on a counterattack. The majority of the swords in the game also only grant a single counterattack, counterattacks only trigger for the unit wh
[quote]Overview: Flesh Bound Tome is just insanely overpowered, and if combined with Decalon, it becomes an 'I win' button. Here are the issues: - Consume destroys a Shard for 200 mana. - Decalon's Arcane Monolith creates unlimited mana generation with Consume. Create a monolith, consume the shard, earn 150 mana. Rinse and repeat. - With unlimited mana, beastmaster's tame skill can be used infinitely (or any o
[quote who="Burress" reply="3" id="3364601"]On the lower difficulty levels, the lack of HP boosts mean that AOE spells from an evoker type sov can decimate entire armies in the relatively early game. The sheer number of hit points on those late level troops you are posting would make that far less devastating[/quote] Those are his own troops, not AI faction troops. As such, I believe that those don't receive any health boosts aside from structures like the Guild Grocer, faction ab
There's a bug report saying that Ophidians and other magic-immune creatures prevent armies on the same tile as them from being targeted by strategic spells. You could try that and see if it works.
[quote who="Kogni" reply="18" id="3364527"]I wonder if this could be due to monster difficulty settings, or some other settings. I usually play with lots of monsters, but not very hard monsters.[/quote] It's probably because by the point I consider mid-game, my focus is shifting from fighting monsters to fighting AI factions, and so I'm concerned about champion performance against troops (granted, AI armies may not be the best designed in the world, but they probably have acce
[quote] wich unit have movment on it and wich one dont[/quote] On the strategic map, units which have available movement points have a green border around them, while units which have used all of their moves do not have this green border. As for non-human units: Quendar (the race for the Magnar default faction) are some kind of lizardmen with horns on their heads. Trogs (race for the Yithril default faction) can train a troll or great orc style unit (jug
[quote who="leolhermite" reply="5" id="3364392"]Last try : Don't you find weird that TradeGuild (a building that could have existed in game) match with Base Town when Fortress match with Base Fortress and Conclave with Base Conclave(that does make sense) On top of that, TradeGuild would be the following entry of Town in alphabetical order. Sorry to bother. No need to reply if you think I'm totally wrong. I just had a hunch that an entry has been forgot
[quote]2) Not sure if this is a bug or not; I was unable to Declare War on the AI. I had recently paid tribute to the AI to stop him attacking me. Does this stop the AI declaring war for a certain period? If so I assume this should be one-way, i.e. it should still be possible for the player who paid the tribute to declare war on the player they paid the tribute to. Otherwise how can we build up sneak attacks on our oppressors?[/quote] There is a 30-turn no-declaration-of-war constrain
[quote who="halmal242" reply="4" id="3364469"]Most likely thy will not be the same if it was your original city as around your immediate starting area the land is set to have fertile plains so there is a higher chance you will have an essence available to you.[/quote] I should have been more clear. I meant the city that you initially built at that location, not necessarily your first city.
The Impale ability computes the damage as if you made a physical attack for the total combined rating of your unit's attack. Thus, for your Air Elemental, the Impale damage was calculated as if your Air Elemental Spear had a physical attack rating of 30 rather than a physical attack rating of 2 and a lightning attack rating of 28. In other words, your unit's attack got converted to a physical-only attack when you made use of Impale. If you wanted to change this, you coul
[quote who="Kogni" reply="15" id="3364427"]Haste is not very powerful in early-game because you are likely to not have any air shards. The bonus isn't very big without any shards, and other factors can easily make a much bigger difference in my experience. Slow is somewhat the same - in early-game it doesn't make a big difference because the reduction is low, everybody is already slow, and other factors can easily make a much bigger difference in my experience. In late
Building and razing an outpost also works. Be advised that the tile yields may not be the same as they were before your original city was razed.
[quote who="Kogni" reply="12" id="3364318"]Daggers are a joke. I see no reason at all not to use some other weapon, because every dagger I find has way too low stats to compete against any other weapon I have. They're even rather rare, while at the same time being weak... what's the point??[/quote] Initiative. No other weapon has as high an initiative value as a dagger. It isn't something you put on your front-line warrior champions, but rather on your healers, support spe
I think you've confused Economic and Trade Treaties. Economic Treaties create a trade route between the capitals, while Trade Treaties provide a direct income boost.
[quote who="Lord Reliant" reply="39" id="3363265"]The name has two meanings. For one , it strengthens the wearer's summon spells. But it also causes them to hear echos from distant worlds.[/quote] Added the highlighted comma. Also, the tooltip and custom sovereign design screen for the Summoner sovereign profession states that this gives "+2 level for Summons." This should be "+2 levels for Summons."
[quote]2.Endis Steelhands has no spellbooks.[/quote] This is not a bug (unless his description indicates that he should have spellbooks, in which case either the description needs revision or he should gain a spellbook or two), and there are several other champions available who also have no spellbooks. [quote]8.The lairs on Delin's land are empty.Is this normal[/quote] If by 'empty' you mean the lair guards wandered off, then yes, this is normal. It is nor
[quote] In LH, are you locked into one?[/quote] As far as I know, you can only have one path in LH. [quote]Armor Proficiencies. Is there any way to gain them aside from Path choices?[/quote] Not that I have seen. Chain Proficiency is available to Commanders, Assassins, and Warriors, and Defenders have it by default, but Mages cannot get it. Plate Proficiency is only available to Warriors and Defenders.
To disembark from a ship, you need to meet two conditions: First, the ship needs to be next to a beach tile - one of the spots on the map where the land slopes smoothly down to the water, rather than the more common cliff-type tiles. If you can walk armies along the tile and sometimes it looks like the army is walking in the water, you've probably found a tile that will work for embarkation and debarkation. Second, you need to have all the units you want to debark selected
[quote]Speaking of your team in that scenario is the Team AI expansion bugged in the scenario? It seems the Fallen AI is decent, but why are my Kingdom AIs no where near what the Fallen can do when it comes to finding new settlements and try to expand. [/quote] The AI factions in the scenario are set to their own individual difficulty levels. My understanding is that the Empires are set to higher difficulties than the Kingdoms to make the scenario more challenging, while Tarth is set