RORL r=road
ElanaAhova
Oggy is not 'big' on niceties like PUNCHuation.
Oggy has to catch me first....
See you on the other side, Annette.
I had just cleared the old imperial land - the one enclosed in a wall, and divided into to parts. The AI sat a pioneer army on the gate. I could not get anything inor out (like my main army that just cleared the area). Nice....
tab? oh goody.... a new tool.
Obsidian golems... oye. Current game, an army of three golems is tracking a straight line thru the center of my dominion, with a snarky army right behind it. Is this a new AI scheme? Am I 'lucky' they seem to ignore my cities as they pass by, adjacent for several turns? Warden towers don't seem to keep them away - is this why they leave cities alone for 12 + turns? My entire army is not up to that golem column (pun intended).
Perhaps a compromise is to have the equipment a hero has be (somewhat) randomly created upon choosing the hero. By 'randomly' I mean drawn from a selection designed for the hero, but having some variability.
@flagylfre game requires one to set up an account AND give valid credit card number.
Heroes require a different approach to combat. I had a L6 hero, mounted on horse, caught alone by 2 archers, and three x 5figure units of mid game regular troops (shield of yada, etc). The hero had its sword (8 +3) pull earth, heal, throwing knives, and the blood spell that allows a magic attack that does single digit damage. The lone hero prevailed, it danced around the battle field, avoiding melee and slowly whittling down the massively superior force. Pull earth sometimes 'crushed' some
another way to crash the game, (or destabilize it significantly), is to hit the dialogue box buttons that pop up when the AI is moving, but before the 'timer' cursor icon changes to the player input icon.
white waffle-maple walnut icecream sandwich
all actions consume resources.
Take a look at the research trees. Look for the techs that have a little "^" symbol. That symbol means researching that tech opens up (unlocks) a space in each of your stacks for one more unit/hero. These are scattered in several research trees. A related thing is the techs that allow you to train larger units. They look like a button with several stick figures. Each of these unlocks a larger size unit. Note that larger formations (units with more sol
I use a workaround for much of the data that seems hard to find on city level up. First, when I settle the city, I add a prefix to the name. The prefix consists of three numbers, yes, the tile yield numbers. So Hope, if founded on those wonderful 3,3,3 yield tiles becomes "333Hope." Suffix: T = town, F=fort, C=Conclave (also reminds me x-tra crystal possible here). The only suffix I add after the city type is a note about what extra benefits troops get, like first move, or +3move/attk. This m
My experience is that facing relatively difficult opponents does not yield significant increases in exp earner.
After all SD did to make things right with the "game that is not to be named' (EWOM): The CEO's passion for these games, and after hours labors of love lavished on these games. SD bringing on some 'out of the box' talent. SD learning (and admitting) from the EWOM fiasco by restructuring the entire game creation process from the ground up. i suspect SD may be prioritizing its efforts in a direction that does not meet your immediate needs, but will probably meet your needs in a better way a li
Agree with much said above about placement of units on the tac map. May I suggest: (1) The charge bonus that comes with units built in an upgraded fort (forget name of building) use the +3 moves and +3 attack the first time they move in combat, not the first turn of combat. (2) placement of units depends upon posture of army before combat begins. If the unit was stationary on strategic map (or, say had movement left and was ordered to 'dig in,') the units would begin in a defensive formati
Siskel and Ebert, the true dynamic duo, have finally taken that last ride into the sunset. RIP. And may your words be taken to heart by those who can make a difference on a large scale. “‘Kindness’ covers all of my political beliefs, no need to spell them out. I believe that if, at the end, according to our abilities, we have done something to make others a little happier, and something to make ourselves a little happier, that is about the best we
Is this only a visual bug? Or do the units still 'defend TanTaKreett when you attack it?
Has anyone charted the building choices for each of the three settlements as they level up? I've looked thru the manual and downloads section ...
I played a long game with parden as an ally. Towards the end of the game P s civ (mil, magic etc., went way up. Seems Parden does a lot of research (repeatable) in attk, def, and the magic one. Eventually that leads to 'normal' troops with uber + adjustments to def,, attk, and accuracy. I noted, early in that game, that P focused heavily in building research oriented buildings in her cities. Perhaps this?
Don't know about multiple guardian statues. However, the units spawning on the tactical screen, outside the map happens to both sides, when the unit count seems to be above c24? units on the side. Ranged/magics do work to/from the offsides units. Units offsides cannot move. One observation, this does not crash the game, but does, as another poster noted, sometimes slow things down to the point where using auto-resolve is necessary. I don't know what happens if
On the top left of the main screen is a list of units/stacks. Method to quickly see if stack has movement left in current turn, without moving to actual unit, and clicking. This could be a tiny icon added to the unit/stack box on top left of screen. Red for no movement, green for full movement, yellow for partial movement. (or does yellow mean speed up? EDIT: almost forgot, how about a way, when city growth (pick a free upgrade building) to make the pop up
ROFL... the dragon was really casting a new spell to protect his memory. The spell is disguised. Its really a spell that forces the player to use auto resolve, just in case the dragon dies. This way there are no witnesses to the dragons demise. Clever these wyrms be....