I would not be certain that autoresolve ignoring magical abilities was entirely fixed - I recently had a solitary champion who was attacked by a Dark Sorcerer, and since I have never won a manual engagement against a Dark Sorcerer using only one low level (about level five, I think) hero, I hit autoresolve because I didn't feel that sitting there and watching my hero die would be worthwhile. Autoresolve told me that I won. Possibly the Dark Sorcerers who spawn on the map are very differen
joeball123
I also support this. Though if you're going to make these changes, please also make the faction traits "Archers" and "No Ranged Weapons" mutually exclusive.
I personally dislike World Wonders - if I want to spend enough effort, there is no reason whatsoever that I cannot recreate what some other person/group/nation did, regardless of whether or not it is worth the effort. Moreover, one of them - the Treasury Vault (Economics technology) - is a bit ridiculous as a World Wonder. Why? Two reasons. One, it's capable of accounting for a significant fraction of my income if I have a large gildar reserve and relatively few towns. And two, why
I would say that, relative to the other damage spells in the game, the damage spells from Death Magic are more or less on par. Generally speaking, though, if I wanted to get a damage spell I'd go for Fire, get Flame Dart, and never look back, since it is the only spell in the game that does not rely exclusively on shards (or, often, even mostly on shards) for its damage, and I can boost its damage simply by getting a bunch of conclaves to level four and taking the Pyre of Annelium
While I agree that Blind is rather strong for when you can get it, I would rather see it left alone or go with Heavenfall's solution than see a fixed-duration of three turns. I would also rather not see a duration value which is tied to the number of Death Shards you control, as I think that much of the magic in this game is tied too strongly to shards and too loosely to the caster already - for this spell and most others, the caster only matters for whether or not the spell affects the t
The Shroud With regards to The Shroud and Deorcynsse, Deorcynsse is supposed to be a city of Darklings (assuming I understood the description correctly). Why not have it be a level 5 city when you conquer it, filled with some unique buildings that you can't get any other way? You could still have the population be very low after conquest, but the unique appearance of Deorcynsse would not disappear and the tile yields wou
For Kongdej: a comparison of spears against swords. Dagger or Short Spear - unit is equipped with full leather armor and a wooden shield. Equipment weight: Dagger - 20, Short Spear - 30. Defense rating is 10. Spear - unit is equipped with full leather armor. Equipment weight: 25. Defense rating is 8. Shortsword, Broadsword, Winged Spear - unit is equipped with full chain armor and a kite shield. Equipment weight: Shortsword - 35, Broadsword - 40, Wing
I think that if we are going to nerf the duration of debuff spells, I would rather do it by making debuffs require a check against spell resistance to remain active on the afflicted unit. Why? Two reasons: 1. Intermediate values of spell resistance become more useful. Currently, I just want to have a high enough spell resistance to completely resist every spell thrown at me. If debuffs are required to pass a check against spell resistance every turn or be remov
Maximum damage by various weapons against research-able armors (shields were not included in damage calculations): Leather Chain Masterwork Chain Light Plate Plate &
The solution that would make the most sense to me would be to have regeneration (and perhaps poison damage) move to a separate actor in the turn list, with some fixed initiative that cannot be hasted. So if you had at least one unit with an active regeneration enchantment in your army, on the turn list there would be a turn for "Regeneration" and on that turn you see everyone with a regeneration enchantment heal by the amount that the spell is good for. Granted, there is a chance that t
I dislike that this ability applies a stacking penalty - at present, the maximum cutting defense available comes from Masterwork Chain (52 defense) if you have it, or Champion Plate (37 defense) if you don't. Plate and regular chain are equivalent, at 32 defense against cutting attacks. This means that if I keep a couple groups of 9 axemen in my army, I can almost completely negate the defense of any unit relatively quickly, even if they have the best armor available.
Maybe I misremembered, then - I thought that I had, but I cannot seem to find any city of mine in or near a swamp.
The above listing, combined with the 30 base weight capacity of trained troops and heroes (+20 from Strength, +15 from Muscle) makes me think that part of the issue with weapon balance is just how easy it is to max out the carry capacity. Moreover, the only available and purchasable weapons which can penetrate high-end defenses well are two-handed, unless you play Gilden (Sledge) or Kraxis (Short Pike - one hand version of the pike). Other things to note: No one-handed a
This was compiled for 0.980.1, but a quick look at 0.981.1 suggests that the numbers remain the same. Note that trained troops have 30 weight capacity without traits. For armors, numbers in parenthesis are weight values. The "Total" column is the basic defense rating for a full set of that type of armor. Be aware that Champion Plate Armor carries some additional benefits beyond armor rating. Numbers for most weapons and armor (p = pierce, c = cutting, b = blunt) in
I also don't understand why upgrading a unit is more expensive than training a new unit. It would be reasonable, in my opinion, to have to pay the material cost of the equipment plus a fraction less than one of the gildar cost of the new unit. This way, there is a greater incentive to upgrade the units you already have. I also think that rush-trained soldiers should get some sort of penalty for the first several turns of their existance - perhaps an accuracy or dodge
You can build on swamps. I think the problem that Nefaste is referring to is that the cities are so close together that they cannot build towards one another, and are prevented from building away from one another by the rivers/other terrain features. One thing that you might be able to do in this situation is demolish the pier/dock/harbor/watermill and rebuild it on the other side of the river - I was able to order the city to build on the other side of the river after the pier
There should be a quest site labelled "Camp" - when I did this quest it was just outside the first gate, right about where the initial quest location for this area was - somewhere on the map. Go there with your hero and the quest will continue. Be aware that continuing this quest will have you participate in one of the harder quest encounters that I have had in the game (though not nearly as bad as the Dark Sorcerer). From the looks of your screenshot, it appears that the
There also appear to be several missing commas in that message, as well as a poorly formatted sentence: "Arneson controls more than men, more than dragons, but the titans themselves." The clause starting with 'but' either lacks a verb or is improperly connected to the main clause of the sentence. An alternative might be: &nb
Just something to consider with maces/other "blunt" weapons: several monsters, namely Ophidians, Crag Spawn, Earth Elementals, Rock Spiderlings, and Earth Shrills (and possibly others, these are the ones that I can remember seeing) have high defense against cutting attacks and low (0 for Crag Spawn, Ophidians, Earth Shrills, Earth Elementals, and Rock Spiderlings). This means that if you want to clear certain wildlands, or are facing large numbers of certain types of creatures,
I too have faced the Dark Sorcerer, assuming you mean the enemy in the quest "The Lost Protector". Unfortunately for me, I underestimated the strength of that encounter - the map icon said it was a medium strength army, and so I thought that my level 6-ish sovereign and my similar-level hero would be able to face it. My hero died in the first round, taking around 80 damage from the Despair spell. My sovereign survived that by passing the resistance check (I think she had aro
Using Windows 7 and launching using the desktop shortcut, how do I do this?
In the sovereign selection screen, the images for the sovereigns do not display in the center window. The thumbnails show up along the edge without any problems. Debug.err is here: http://pastebin.com/P7tDWYyK
With regards to this, can map generation or wildland generation be altered so that it is impossible to settle a location that prevents the Imperium city site from being settled? In my most recent game, there are no tiles within the ruins of the Imperium which can be settled, and I think it's because the place the city would go is within 7 tiles of one of my enemy's cities.
I personally find troops to be relatively useful as damage soaks and distractions for roaming enemies. This may be because I generally only find two or three champions to recruit in a given game - champion density seems amazingly sparse - and some of these have absolutely ridiculous recruitment fees (I once found one who wanted more than 3000 gildar for his signing bonus). That being said, I think that troops could feel more useful if the level-up bonus was switched from +accura
My view on this is that mounts seem to be a bit early in the tech tree for what they give you. However, I like most of the boni from the current mounts, though I am a bit confused as to why horses and wargs get increased dodge versus ranged attacks - despite moving faster, both present a much larger target to the archer, and bows kind of stink already due to their low attack and large initiative penalty. I do like the idea of having more advanced versions of the mounts later in