Sunlandic

Sunlandic

Joined Member # 3431005
1 Posts 5 Replies 204 Reputation

Running pretty well so far, noticed a few bugs that have to do with saving/reloading but nothing serious until this- Cesara (sp), the turn after meeting me, DOWs. She moves 2 armies to a single tile adjacent to my little-defended capital. During my turn, I cast Pillar of Fire on the tile, then her main force attacks and is defeated by my garrison + champion. Her sovereign retreats, then I get a message saying my city is under attack (from the second stack) but battle does not

0 Replies 1,328 Views

I agree with Seanw3, though it would be awesome if the AI could gauge if it could blitzkrieg your economy. If they can get a big army to a major town faster than you can conscript a force, then they should take advantage of that. Of course, that would be hard as hell to program. I believe in you Brad!

18 Replies 7,310 Views

[quote who="Kalin" reply="3" id="3166756"]It's actually 1 exp per season with adventurer's guild, the description lies. You can use the adventurer guild to get the first couple of levels fairly easily. It's afterwards that it slows to a crawl. [/quote] Good to know, it seemed so miniscule that I hadn't bothered building it. [quote who="Kalin" reply="8" id="3166811"]Put it this way, what's to prevent someone from hiring heroes, turn them into PotG (note that

22 Replies 12,647 Views

The adjacent armies thing is actually from Age of Wonders, not HoMM. :P I don't think it would really help the problem at all though. Personally I think ZoC (the first solution) is the most elegant and intuitive.

7 Replies 37,047 Views

Agreed Ebbesen. I don't know why passive XP growth is so limited in this game; .25 a turn WITH a national wonder? I would increase XP values across the board (to add granularity) and have global passive growth, which could be increased by a normal building and further increased with the Adventurer's Guild.

22 Replies 12,647 Views