I conquered an AI's level 5 capital, and, once it hit 800 people, it went up to level 6. Nothing unusual happened except for it being level 6 - no building gain or anything. [IMG]http://img825.imageshack.us/img825/5363/fallenenchantress134688.jpg[/IMG] http://dl.dropbox.com/u/8936258/QuickSave.EleSav
Poko8
[quote who="seanw3" reply="10" id="3221196"] They require an endgame tech called 3rd Book of the Magi.[/quote] Is that always present, or is it only in some games? I don't see it in my current one. It's definitely not life / earth, as my sov is 5 life / 5 earth
Earth tier 5: Birth of summer/bloom of twilight - 300 mana strategic - revive a 3x3 square of land so that it can be settled I've gotten earth 5 on multiple champions in every one of my games, but I've never gotten Birth of Summer (playing as Kingdom). Is there a known issue with it or something?
3-4 AI armies came at one of my towns, so i brought my defenders out of the city to meet them before they could sack improvements. I killed 2, ran out of move, and ended turn. The remaining army moved right over my army and attacked the town. I've seen the AI move over my units before, but never when we were at war. They didn't move around, as pathing around would have taken 4 move, the army only had 2. Edit: on reload of the auto-save,
I built an outpost stables overlapping another one: Before expanding it to 3 tiles range, 2x movement on the plain [IMG]http://img211.imageshack.us/img211/3387/fallenenchantress134655.jpg[/IMG] After expanding the second outpost to 3 tiles range, 4x movement on the same plain [IMG]http://img837.imageshack.us/img837/3387/fallenenchantress134655.jpg[/IMG]
Hey seanw - I do - it's http://dl.dropbox.com/u/8936258/QuickSave.EleSav It's the henchman with my sovereign.
[quote who="sratner" reply="15" id="3218350"] Just to nitpick, 1.1 * 1.15 * 1.2 != 1.45. This is exactly why I consider multiplicative bonuses confusing - you can't do the maths quickly in your head any more, which makes in-game decisions difficult. How much is that 10% swordman trait worth, exactly? [/quote] Do they multiply though? I think those 3 add. If you look at a unit with all 3, each one adds 10%, 15%, and 20% respectively. It's jus
I tried buffing my wolf to have another data point Great Wolf Attack 39 Base 16 +15 from Howl +7.8 from Armory (25%) Add growth (I can't cast giant form on him) Attack 63 Base 16 +34.4 Bonus (howl + growth) +12.6 from Armory (25%)
[quote who="Blackmantle_" reply="9" id="3218297"]If I'm not mistaken the calculation is done like this: (base value + fixed bonus 1 + fixed bonus 2 + ect. ...) * (100% + Multiplier percentage 1) * (100% + Multiplier percentage 2) * ect... So add up base value plus all fixed bona and then multiply by each multiplier percentage[/quote] That may be the case - then it would be 40 * 2 (giant) * 1.45 (swordsman) * 1.5 (growth) * 1.25 (armory) = 217 I
Very true, that's definitely OP in the combo as well. Without the spells though, swordsman is just +45%, or +15.2. I added an 8-fire shard burning blade, but that just added 16, it didn't affect the multipliers :(
Picture says it all. I'm about to 1-shot Delin [IMG]http://img208.imageshack.us/img208/553/fallenenchantress134643.jpg[/IMG] Too hard to read: Skath Claw: 13 cutting attack 10% from Apprentice Swordsman + 20 15% from Skilled Swordsman +30 20% from Master Swordsman +40 25% from Armory +50 Physical Attack Bonus +186.8 Total attack = 340 With Growth + Giant Form + Howl (great wolf abili
Here it is happening again, but only for one of the resources, not the other: [IMG]http://img840.imageshack.us/img840/1697/fallenenchantress134642.jpg[/IMG] Here's the save from the turn before: http://dl.dropbox.com/u/8936258/EndTurnRushTower.EleSav End the turn, rush the High Tower in Athica, the monument won't be usable.
When I rush a High Tower, my territory correctly expands, but new territory is in fog of war and the resources that it now covers are not exploitable. Saving, restarting, and reloading corrects the issue, but ending turn does not, they're still shadowed and not selectable the next turn. Not exactly a game-stopper, but something to add to the list [URL=http://imageshack.us/photo/my-images/211/fallenenchantress134642.jpg/][IMG]http://img211.imageshack.us/img211/1697/
Has anyone actually gotten this trait? I have a level 9 governor hero and a level 17 governor henchmen and neither has had the option to get a road building ability yet.
[quote who="CogBurn" reply="40" id="3217507"] And then you would never ever ever ever actually have to bother training troops. Cities would completely take care of themselves and you could just concentrate on rampaging the countryside with your champions. Seriously, towns with high level elementals and heroes with improved weapons and armor and mages and magical beings? You couldn't even DESIGN units that good, much less feel the need to build them.[/quote] You
On militia - I've always been for the opinion that cities of some reasonable level (say 3+) should be extremely hard points requiring serious armies and a lot of time to conquer. A village of a two score people might be sacked by a band of wandering darklings, but once you have a few hundred people living together there should be high walls, strong defenders, and powerful magic defending them, whether the settlement is a fort, conclave, or town. I really like some of
I use it to devastating effect in the early game - it's extremely powerful. Wolves and black widows are best off the start - stalkers will kill you, baby bears are too weak. I do think it's uses spell hit though - so if you're not a mage, it's going to miss fairly often. I'll often leave spider webs in my territory - when they respawn, I tame the new spider. You do have to get the timing down - if it's just your sov in the army, you need to wa
I'm seeing the same thing
[quote who="NorsemanViking" reply="31" id="3215709"] 1) I don't like buildings that build in 1 turn 2) I like AI getting advantages, but not sure they do in this case. 3) The negative gildar cost while rushing is not intended do you think?[/quote] On (3), I definitely don't think it's intended, I've been reporting it as a bug since 0.914. As for (1), things like outpost stables, armories, and fortifications only take a few doze
Some of these might be obsolete with the new patch, but figured I'd report them anyway: Bugs Tactical Combat - when a unit is below a spell, the tool-tip flashes to that unit rather than the spell. Can be troublesome in large battles Right clicking to move to an unexplored location with an AI unit in it opens a dialog to that AI sovereign. Haven't tested to see if it will let me talk to one I haven't met yet.<
[quote who="NorsemanViking" reply="19" id="3215646"] Quoting Poko8, reply 16Sounds great! Any word on the 3-turn minimum build requirement? Or is that still in there? I sure hope it's still there.[/quote] Why? It has bad effects whatever the player does about it: If you live with it, it makes things take a lot longer to build than they should, and gives the AI an advantage because the
Sounds great! Any word on the 3-turn minimum build requirement? Or is that still in there?
I love the new outpost concept, but I strongly dislike the amount of micromanagement that it requires. When I get the ability to construct stables or high towers, I have to go manually through my dozen or more towers (more in large maps) and manually add it in to every one. Side note - when trying to do so rapidly, it's very easy to accidentally click "Raze" instead of "Upgrade" - please add a confirm dialog to that? Could there be an option to add them to
On Heroic : Doubles quest XP and grants 50 influence and 1 prestige for completing quests. Unlocks Henchmen, some improved swords and Athican Armor. One of the best traits. The prestige bonus by itself is worth the point, Henchmen are also awesome. Also unlocks Quest Maps. Has anyone been able to create a custom faction with Heroic and still recruit Henchmen? There was another thread where several of us reported that
Cool, thank both of you :) that's good to know. I might try to mess around with one. They can't add goodie huts though? There's that new store-buyable scroll that spawns quest locations (which I love), maybe it's there now? Or are quest sites significantly distinctive from goodie huts?