Underneath the unit description in the lower left corner of the map (when you have that army/unit highlighted) you can see a blue/black bar that reads xp and shows you how much that unit has until it's next level. After each combat the little crown with numbers beside it is the ammount of experience your units earned in that battle. In the patch notes there was mention of xp splitting. Currently the experience is divided by the number of champions/soveriegn you have in
CdrRogdan
[quote who="Tasunke" reply="18" id="3092079"]Interesting about Prestige being divided by number of cities ... I like this [/quote] ?!??!?!? That.. wasn't a suggestion. That's the way the game currently works. Where have you been?
I actually agree with stupidity here. There is little reason to have so many elements affect initiative. I seriously don't want to have to break out my calculator to determine if using my toxic dagger is better than using my doom maul. More transparent functions in the game are better than a convoluted system even if it costs the game some 'realism' If wargs (or any type of mount) provide attack bonuses, it should be for melee only.
[quote who="bpalczewski" reply="31" id="3090687"]Yea, i agree - my major income comes from selling poisoned knives ... It is something absurd, that 10 cities with like 2000 population total can net around 10 guildar profit per turn (i dont have any defensive armies) and it takes them 130 turns to earn money for one knife ... [/quote] ..... Thats a bit of an exaggeration. Late game income isn't really a problem. It's early
[quote who="Tasunke" reply="20" id="3091995"]@CdrRogan Im sure the +8 spell resist from levels surely helped [/quote] It didn't. I don't believe I have ever resisted fear. The 200 or so hp helped a great deal though. Personally I don't think grouping champions together is worth it unless you have archery units in the back as the extra hp is less important. For melee troops losing out on half (or more) of the xp is rediculous. Actually has
It was part of the epic quest where you complete the game, so yeah I'm pretty sure it was the same fight with the dragon lord and his dragon allies. The units I designed were horseman with plate armor, plate greaves, masterwork chain for the other stuff (no point in losing the initiative), masterwork sheild (not tower) and the lightning mace (+1 dmg lightning per level). I think I gave them fire and frost rings too. I had +6 con and dex from spells, and +5 accuracy from building
Just wanted to point out that there was a bug with .85 that has been fixed by the latest release .86 that caused bows to inflict zero damage using auto-resolve
This is a bug not a feature. Player armies are limited to one per tile. It is monster and AI armies that do not possess this limitation. Given that that the AI is incompetant and monsters rarely attack it's not a really pressing issue, but it should/will be addressed at some point in the game's development. Probably there is code of the nature of: if player_unit +current_ tile_unit_count > max_army_size then move_function = 0. Likely this check occurs on the huma
@maniakos I should have specified that I meant shock troops to be better equipped. That is to say better armor, better equipment (like fire rings) and enchanced unit stats from buildings/enchantments that they use for their offensive. All the remaining produced units are free to be lightly (un)armored that hang back for defense. They can then gravitate their best units into their champion stack(s) for defeating the player stacks of doom or making offensive strikes against heavily defende
I find it amusing that you chose the same exploit I did: -50% base and -50% equipment costs for units. Honestly I find the ability to start with a technology to be lackluster (and pointless) in comparison to the other available options. You save at most 15 turns for benefits potentially lasting the entire game? They should come with something in addition to the tech, or just replace the tech starting faction traits entirely with functions like the above. Heck there co
I have had movement consumed by fighting the battle myself as well and other times I have done this movement has not been consumed. I have no idea what triggers this. Something that I am still annoyed with is that the AI is capable of fielding multiple armies on the same tile. This needs to go away! Not to mention since my cities are so very often doing nothing, I could just have them pump out hordes of pioneers and plop them in front of enemy armies one at a time preventing their adv
I don't get it.. what is so inconvenient about steam? Is there something other than being required to be online to play?
Using the mace of 'whatever her name is' causes enemies struck by it to repeatedly halve their attack value. 3 hits took an obsidian golem down to 5 attack.. This effect is unresistable. Also the fear effect from dragons and other monsters stacks with itself, and can effectively negate multiple turns a row. While I'm sure my units need time to shit their pants, I'm pretty sure once they are soiled and changed, they won't be able to immediately do so agai
@Publius Lies. I killed those dragons with regular units and my sovereign. I only lost 1 troop too! That mass fear effect was annoying as fuck and bugged to high hell as it stacks multiple times though. (I should probably report this). Not being able to take my turn 3 times in a row was stupid OP.
After actually being able to viably use units, I'm not sure I agree. I no longer care that units can level into infinity, as the new group sizes/equipment/traits will quickly outwieigh the benefits of having rediculously leveled units. In other words non-leveled units will have a fighting chance against leveled ones. How this will pan out once both sides are capable of designing maxxed out units to fight against each other is difficult to tell. My preference is for restricte
So while I find it neat that you can acquire a champion or design a sovereign with multiple spell schools, it is really only viable to ever level one of those schools. No longer are champions and sovereigns reaching upwards of level 20 or 30, in fact I was hard pressed after clearing the entire map almost soley with my sovereign to reach level 14. Under the assumption that I wanted to level a mage type character it would be extremely unlikely to acquire even four levels of spells
Mage stave damage -does- ignore armor. They are solid units against heavily armored opponents. As far as crits being affected by dexterity.. meh, it's pretty sad in my opinion. I would much prefer a lesser critical damage effect and a much greater critical damage chance. Not to mention regular units cannot crit without graveseal. As far as archers being useless.. we must be playing different games. I killed an obsidian golem with an army 6 5-figure longbowmen (with a ch
I agree with vieux. In fact I made a post about this a while ago. The profession choices should be game changing. I would like to see some game changing faction traits as well. Currently summoner has taken the right approach. You get an =amazing= starting unit and future summons are stronger. This might not be game changing enough, as I don't really feel the need (or have the ability) to summon hordes of units at my command, but it is going in the right direction.
Personally I think it is fine. If you are aiming for a megatropolis in the early game you need to concentrate on civics, you can otherwise focus your research in other areas. Perhaps there should be another mechanic in place for reducing the effects of city-spam, but most 4x games encourage populating the map, this isn't anything new. On top of this the world is often dangerous and filled with opposition that will slow this sort of city spam until you can tech high enough to rid t
The wording made it sound like it only requires one building. In that the description indicates you can only have one of that type per faction. To be perfectly honest I prefer that you require all 4, as winning this way is terribly cheap otherwise. Even with building all 4 you can simply bypass diplomacy and war to accomplish a winning condition. At the very least, all current remaining factions should declare war when you begin casting, and relations should be strained while you are bu
Yeah I was just going to update this that monster spawns from quests have a habit of appearing in the middle of the ocean. Sort of rediculous when those monsters are fire elementals >.>
[quote who="Frogboy" reply="7" id="3091355"]AI doesn't design units. It only uses pre-made units. So my job is to whine to the design team to make more units.[/quote] That's odd.. many of the premade units use armor. Perhaps the AI doesn't value unit types appropriately. Maybe there was a unit design that got 'stuck' or something during playtesting. It might be worth looking into.
Not that I'm against letting items scale a little better, but archery is in the same ballpark - worse perhaps since armor can effectively negate the damage - and needs addressing too. Regular units don't necessarily need scaling mechanics. Even non-buffed short bows are still deadly in the hands of enough figures.
Regardless of technology level mililtia are always the same unit (wielding clubs with no armor). It may also be worth noting that militia now shows up as a trainable unit type. Were we supposed to be able to design them ourselves ?
My experience has differed. Kulan and the other empire factions mass produce 'spear maidens' that are fully equipped with leather. None of the militia seem to equip armor anymore, which is extremely frustrating. It's probably not intentional though, as they do not upgrade at all. Given that unit upkeep is now based on the production cost it is sensible to use troops with little to no armor as you can afford to keep armies on multiple fronts that way.