[quote]All the 15 mana teleport change did was make sure the sovereign never cast any spell but teleport. He's essentially a teleporter now.[/quote] This is the problem; teleport in itself [i]is[/i] more powerful than all the other sovereign spellcasting capabilities combined. It was completely ludicrous before when you could teleport [i]and[/i] cast spells with the same champion with total impunity. Heck, you could imbue a champion and a few level-ups later he could be te
Darvin3
Teleport is one of the best spells in the game currently. It was completely broken before this nerf, essentially allowing you to ferry around your personal army to defend all corners of your empire with impunity [i]and[/i] still have mana left over for casting. Personally, I think it should be placed the back of the spellbook as a late-game spell, not something available from the word "go". Now, I do agree with you that there's an outstanding problem that essence is [i]too
I think more to the point is that there are several [i]critical[/i] techs in the warfare tech path that you [i]must[/i] have before you can build a real army. This is made worse by the fact that the first decent weapon you unlock is the bow, which can pick off the starter-level units without any risk of reprisal. You actually need to make several tech jumps before respectable armor becomes available. The other tech paths are not like this; all the truly "must have" stuff can
Yup, everything just goes "poof" if the sovereign dies, which trivializes singleplayer since the AI will often send its sovereign headfirst into your territory.
AI sovereigns really need to [i]not[/i] enter enemy territory unless ludicrously well-protected. I've seen way too many sovereigns go on the offensive [i]all alone[/i] without any units at all.
Generally the "iniative rocket tag" of casters (and to a lesser extent, large numbers of archers) is a severe problem. I've been able to win just about every battle by picking off enemies at a distance. Monsters with 1000+ hit points will definitely make the magic nuke less of an end-all, but that doesn't solve the problem of armies of soldiers getting swept aside by this stuff, or sovereigns and heroes just dying in an instant.
[quote]I submitted a map a while ago and noticed that not only has that map not gone up for upload, but the total number of maps hasn't increased at all, or at least on my end.[/quote] The last time I tried submitting a map to Stardock's hosting service, it took over a month to get approved, by which time a patch had rendered my submission obsolete anyways (this was for Sins of a Solar Empire). Sounds like things haven't improved since then. I'd recommend going with a thir
I don't have any mods installed, so that's definitely not the only cause of the issue.
Same issue; 21 intelligence, tried using Blizzard and Lightning to no avail. Fighting Magnar, early game units. I'm replaying this battle from last night (forgot to save afterwards) and what was a routine 3-turn kill before the patch has turned into a nearly unwinnable battle because my Sov just can't land a hit.
Just got the game, and I gotta say that the sheer unpredictability of combat is one of the most noticable thing about this game. I'm of the opinion that randomness shouldn't even be a factor in combat systems like Elemental's. The sample size is low, and if you get a high roll against the right unit, you can change the course of the entire game (forget the tactical battle). Way too much is riding on what is essentially a crap shoot, and I don't see any reason why we should e