It's a shame you can't get the huskarl shields for AOE2 to deflect most of the arrow damage.
igncom1
Losing is fun too...
I do however find that the high initiative daggers allow for some repetitive attacks, and it also allows you to quickly travel the battlefield. I would imagine that daggers stack well with a defensive unit, giving you more weight capacity for shields and such. Hell with houses you could get a huge number of moves when using daggers, great for hunting down archers and magi.
Then keep a better watch?
[quote who="Mistwraithe" reply="103" id="3339614"] There is a key difference here. I am quite happy to defend my cities from the AI. What about defending cities against roaming monsters though, some of which are mid to late game groups that are too powerful to fight, monsters which were quite likely unleashed by the AI disturbing them, monsters which then ignored the AI and attacked my city instead? Conversely how about roaming weaker monsters like bears? I've been a
I don't see why it is a game braking problem? If you don't want city's burned to the ground then defend them, it is exactly the same as colonising during a war.
You could have a limit of outposts to city, making new outposts link to the next closest city that can sustain them.
Well many villages end up being parts of a larger city, so the range from city's thing wouldn't be that much of a problem. As for the que, that's a shame.....could the outpost's over time upgrade it's self? Even if you will have to upgrade the things it connects to by the nearest city. That way you could have an outpost become better overtime as it grows, providing different bonus at set points like more empire growth, more gildar and more science, all from
I still believe that a Dragon or Construct should essentially annihilate a city when attacked, its fun to have such turmoil like you suggested but there are creatures to be feared and by losing their teeth they become boring and bland. The environment is as much your enemy as the other factions, and it stands to reason that they should even be capable of destroying empires when given the chance, let alone city's. Just like in a factional war, your enemy'
Could outposts function like villages, in comparison to city's, but are unable to grow due to not being on fertile enough ground? Giving them their own build cues, and structures to build either to benefit a nearby city, or possibly even as a way to buff the empire as a whole?
The only time I have had my supply of horses run out is during a war, and even then I had only 1 supplier of them.
Could we compensate the amount of one type of mount by adding more? Like pegasi that boost initiative over health Or unicorns that boost magical ability's over weight carrying ability......I just asked for unicorns...
[quote who="Sanati" reply="80" id="3338195"] Quoting igncom1, reply 78 It's savescuming but not strictly cheating. Save scumming is when you make a backup of a save in a game that deletes saves after you die, then restoring the save from your backup when you do die. Using the normal save and load mechanics of a game is not save scumming.[/quote] Fair enough, from the perspective of your SP game it's your rules and your fun over the g
[quote who="Supreme Shogun" reply="21" id="3338184"] IMO No it shouldnt require questing. This is more of a builder's way to win. There's already a way to win by quest. [/quote] It's less about questing but more about collecting magical items of power, or locations of power as to enhance yourself enough to finally cast the spell.
It's savescuming but not strictly cheating.
I like that^
Why not just play with only a conquest victory, and never kill the other guy?
[quote who="ben_sphynx" reply="70" id="3338111"] Back to the original topic, it is very frustrating when a monster razes a city. I just had this happen, with a small group of easily defeatable air shrills, against a new city. I had not even noticed that they were near my city - I think I got about one turns warning on the 'there are enemies in our territory'. What happened - I saved my game, and quit. I may go back to it at some point, I may not. It's not a fun ex
It's just another way to play the game! In retrospect of having multiple army's destroyed by a rampaging dragon, and then having the entire planet declare war on my for my weakness, having only a single stack isn't always an option....unless you are the kraks....then even your militia are bad-asses.
Could the spell require magical items collected from the wild lands? Then players would be fighting over the collected relics without necessary having to conquer each other.
Yeah, auto build roads leading to the target (Preferably away from god-damn dragon nests). I would be nice if by holding down the shift key, I could grab a section of the road and manually adjust it to my liking. But what about maps that start with roads?
I always though this was the AI all scrambling to dominate the world, a 'its you or me' kinda thing as you would expect on-line. I like it.
I love the brutality of the world you have to survive in. I really am tempted to create a max difficulty game, with a weak AI opponent and see who lasts.
I do love the wicked hard environment to fight! I would really love a coop map where some players are all allied and are fighting against daemon/dragon hordes in a kind of survival mode!
*Facepalm.....I am still on FE.....sorry.