I think that when ZoC goes over a lair it's guardians should prioritize attacking the source of the ZoC and then go back to their lair when the ZoC has been removed. Obviously lair guards not attacking the AI and roaming 20+ tiles need fixed.
DsRaider
I have seen this in .913 as well.
There is always going to be a certain amount of randomness in randomly generated maps, and thus sometimes you will get a game that is towards the bad end of the scale. Adjust the settings and restart.
What monsters are you having problems with exactly? Darkling, Shrills, Drakes, or something else? Assassin Demons and Umberdroths are the only wandering monsters that I have problems with. In fact I find that I can pretty much solo most monster lairs with my champion easily on hard. Except for the above all wandering monsters are kinda jokes, and once you have leather and weaponry you can pretty much kill any monster lair except for the strongest. I would like for monster lair
The AI in my game has come up with the best strategy ever. Build an outpost next to my cities near a monster so that it will ignore them and rampage across my territory. This is not a fluke, it happens every time. Reloaded several times and the monsters follow different paths but never attack any AI units. I'm Yellow. This happened twice in my game. Once with a Earth Elemen
While the patch looks awesome and I can't wait to play I was hoping we would see some more faction differentiation stuff thrown in.
Oh whoops thanks.
When you cast Vertrar's Howl near a city it will destroy improvements in it's radius.
Not just mana, every resource like metal and crystal scales horribly because tech doesn't really effect how many world resources you get. You barely use them early game and so you build up a huge reserve for midgame. So then you can only ever run out late game where finally if you spam metal heavy units you can start using more resources then you produce and deplete your reserves. Then you have no way to increase metal production beyond a few quirky tradeoff buildings. It seems pretty com
I can't wait for them to start releasing the finished version of the rest of the races. I want to know what they will do!
The main problem is that for the most part the tech trees are very interdependent and contain many necessary technologies. You are never going to play a game where you won't need better weapons, larger groups, or more production.This is why I advocate splitting the tech trees so that no brainer techs you will always get are on a different branch then the more unique techs. So you don't always get the same techs each game. You could have specialized branches for wide or tall empires, s
How does the ability work? Does it just create a road on the tile he is standing on?
While rivers help a fair bit more could be done to make the world of Elemental far less generic looking. I mean it's a post-apocalyptic fantasy world with hundred of years of established lore, surely something can be done to help make maps look a little less like golf courses. When you play you should be able to recognize beyond a doubt the world from Elemental lore.
[quote who="Bellack" reply="15" id="3142437"]I love it when you have powerful creatures lurking around in the early game. You have to focus you statagy on defending against this creature. Can be quite a challange. This happened a lot in AOW:SM after my friends and I added over 500 creatures in the game many of which were nasty. And they could appear anytime in the game. Our scouts spot a Hill Giant rampaging the land and we have to build up our infrastructure as fast as we can to build the un
Cool thanks for the info Heavenfall.
You could break up otherwise repetitive grassy landscapes with areas sprinkled with tall stone pillars and huge trees that tower over the other nearby
[quote who="LNQ" reply="4" id="3142261"]Would be best if the owner of the lair always stayed on the lair tile no matter what, and only additional spawns from that lair would wander about. Like barbarians in Civ V.[/quote] I think that is how it works now, in fact I don't think lair guards will even attack anything. However now the actual Lair is guarded by a deadly stack of 3 Umbradoths and they now spawn 1 Umbradoth that wanders.
Well I don't find Assassins to be that big of a deal as long as you don't feed them. However some of the new wandering monsters are kinda tough and impossible to stop early game. That Umbradoth was wandering a good 12 tiles from his spawn and frankly was totally impossible to stop with early game units. A significant starting time before tough monsters like that start to spawn and wander around, say 100 turns would be nice.
The main source of Influence is Prestigious Locations.
lol Assassin demons got nothing on Umbradoths.
The Tidal Wave spell does next to no damage and it does not describe how it's damage is calculated. Garrotes' are kinda small in tactical combat. Vetra's Howl destroys trees, lairs, and possibly resources, it also raises earth.
The problem is there is no animation for it.
Sometime when I kill one of the small wandering monsters spawned by a lair it destroys the lair even if the lair is guarded by a stack. This seems to happen quite a bit after killing the crag spawn from crags.
I think that due to community feedback and the fact that a lot of lairs spawn mini monsters now they have decreased the aggressiveness of the large stacks of monsters that sit on lairs.
Improvements Quarry: A improvement that boosts production and can only be built on the edge of ravines. Grove: A improvement that produces 2 mana and can only be built on forest tiles. Stoneworks: A improvement that boosts production and can only be built on tiles the border mountains. Faction Traits Warpath: Faction trait that disables growt