Not a big deal, but add it to the ui polish list. If I use the right or left arrows when renaming a city or unit, the map moves.
Poko8
I probably don't have the name of the ui window correct, but when trading something usable from a selected character to anther (I use "T"), after trading it, the item doesn't disappear from the selected character's "quick use" bar until deselected and re-selected. The "quick use" bar is the one above the level indicator that shows the usable items and some traits.
Haha, that's amazing seanw. Is it possible while modding to give AI creatures a mission? E.g. have them make a beeline towards and attack the nearest town?
[quote who="Purest Warrior" reply="5" id="3235285"] You can cycle through the stack by clicking on it. The armies are often so similar, that you can't tell how many there are, though, so your point is still valid. Some sort of numbering or perhaps a window that showed all armies would be nice[/quote] This only shows 2 or 3 armies - if there are more than that it won't cycle through them all
It would be nice to get word on which it was. My gut feeling is that it's a feature but that, in this case, it's not working properly. Placing an outpost shouldn't immediately heal the land.
This is the second time it's happened this game, I place an outpost and land that was previously infertile becomes fertile. The tile one square away from the pioneer turns into a 2/4 [IMG]http://imageshack.us/a/img402/3345/fallenenchantress134835.jpg[/IMG] [IMG]http://imageshack.us/a/img805/3345/fallenenchantress134835.jpg[/IMG]
Also, I'm not convinced that failing to defeat an Insane AI with trained units is sufficient to prove the second half of your thesis. It'll prove that " overpowered heroes are the most effective strategy" , as your (awesome) walkthroughs show you can crush Insane with your sovereign, but it won't prove that " productivity/research costs and facilities make training units nonviable" in general, just on Insane difficulty. I d
Can I suggest doing it in 0.981 or whatever the new drop was? Production got a slight bump
Doesn't tribute enforce peace for 30 turns? That's a very good reason to offer trubite
Mounts was a few patches ago, when they were just introduced. It's been fixed for a while now
Sounds like the same issue they had with mounts?
Sorry, went on vacation (and came back to a new patch notes release, woot!). The general idea is that the different schools of magic need to be approached in a systematic way, and that, currently, they appear to be more a patchwork of cool spells placed where they make sense. To elaborate - it's like several people brainstormed what some awesome spells would be (and, in my opinion succeeded) and then placed them into the magic schools where they seemed to belo
I use a beastmaster life / earth warrior build. Beastmaster is awesome in that you can tame a ton of monsters. It's a huge boon early game. Life / earth give Growth and Giant form, which combine (probably a bug right now, but it's awesome) to give some absurd bonus that ends up being like x10 at higher levels. I'll have >800 attack once my sovereign is fully leveled and buffed with those 2 spells.
[quote who="relmich" reply="9" id="3226080"]Great info here. I tried to do something similar in one of my play-throughs but I can't seem to reveal the map and what the AI is up to. I thought it was just ALT+U. I hit this and it does nothing. Am I doing something wrong?[/quote] It's ctrl-U, but you also need to enable cheats by calling the game with the -cheat option (or is it -cheats? I don't have it in front of me). <p
Hey Dex - I didn't in this game, but I don't usually see Tarth expand too far anyway. As for monsters - it did attack the AI, but it just didn't start moving until I revealed it. I'm not sure if I'm explaining that well though.
[quote who="marionesi" reply="1" id="3225997"] [In the specifics, I don't understand one thing: if Earth is specialized in Major City Buffs and Minor Damage, how come there are 3 spells that buff units?][/quote] That's definitely an inconsistency - it's there now mainly because most schools have a lot of unit buff spells (4, 0, 5, 4, 2, 2), so in the "standard" each school gets 3 unit buffs. Could totally go another way though, and just have the schools speciali
Magic (from schools, not research, and I only looked at single-school) generally falls into one of several categories: City Buffs City/Faction Debuffs Damage Spells Heal Spells Strategic Buff Strategic Damage Summon Unit Buff Unit Debuffs Other (Things that didn't have a clear categorization like cloudwalk, counterspells, etc)
On (1), you can click on your mana total and it brings up a list of spells you're paying upkeep on. There's a dispel option there.
Out of time, but all of the things I saw are basically there.
Cloth map looks like: [IMG]http://img692.imageshack.us/img692/3741/fallenenchantress134713wm.jpg[/IMG]
I started a new game 3 Empire AIs 2 Kingdom AIs Small Map Expert difficulty Moderate monsters Dense magic Dense resources Sovereign: Altar Life Apprentice Earth Apprentice Wealthy Brilliant Vuln. to Magic Procipinee's Crown And saved the game every 5 turns. At the end, I went back and used crtl-u to see what the AI was doing. Comments below. Bugs<
Is it possible the AI founded a city there and nearby monsters immediately annihilated it while you weren't looking? That can scorch the ground I think?
A lot of the problems with trained troops will go away once tech trees and progression are more balanced. The reason that champion can completely destroy the massive army of trained troops is because champions have access to much better weapons and armor in the early and mid game, while troops don't get chain until mid-late game. I might have a champion with a broadsword, 1 piece of plate, and 2 pieces of chain by turn 30. It's turn 150* before my trained units sta
Ya, it could definitely use a revamp. Taking some ideas above a little further: Instead of constant xp gain (1/turn or something), do something along the lines of what Endless Space did - gain xp for building things. I don't know what a good value is, but maybe (production / 10) or (production * level / 50) to try to balance it at higher and lower levels. The champion just oversaw the construction of a building or the training of a unit and learned somet
Path of the Governor is actually very useful for Altar or anyone with the Henchmen special. I make sure to train one henchman per city as path of the governor - my sovereign can usually quest map grind a group of 5 of them to level 10 in 2-3 turns, where they'll have one or two merchant levels, one or two loremaster levels, and an admin level. They'll knock unrest down by 15-40% (depending on luck of how many admin traints they get), add 2-5 g, and 1-3 research. That's