From what I've seen, roadbuilding actually uses a (hidden) 0.25 movement to build. So whether you have any movement remaining on the roadbuilder unit specifically, will allow you to build a road or not (note: if your roadbuilder has 3 movement, and he is in an army of 2 movement, you generally are able to build roads with the roadbuilder). Is is definitely odd though, and I wouldn't mind seeing it fixed.
Chaosti
[quote who="aedorn" reply="3" id="3365865"]This is true, and a bit of a fault, that you can use the skeletons as a way to keep a group of enemies busy. However, it loses its effectiveness against some ranged, and higher powered units. It doesn't work too well in the beginning on some larger groups, also, as they can generally wipe out the skeletons before you can even move them, and sometimes move your own troops. Basically - you can always heal, you can't always take
Yea, Kieri had horrific wail. But it's not exactly a great DPS spell, more meant as an AoE attack to weaken enemies. Against a single 500hp target, with a 3 turn spellcast, it's terrible. Alchemy Lab is purely cloister, which isn't all that great for training units (need that accuracy buff from a fort!). Great, for production and building things in general admittedly :) I'll definitely keep it in mind. Arcane Forge... ah
- Agreed on the XP aspect. Makes no sense that fighting enemy players generates no XP, but fighting mobs on the map generates tons of it. - The 'monsters walking off of lairs' in wildlands and player ZoCs is a major issue. It makes no sense. If anything, they should be spawning wandering mobs' of good sizes (say 5-6 unit armies, and right now, they spawn single unit armies, while also walking off the lair). It's the one main issue I'm shocke
Nick-Danger: Haven't met any AIs yet. It really looks like they're in the other corners of the map. That said, it is a huge map with only 3 AIs after all. Burress: You would use fire, ice, or lightning attacks. Or curse the enemy (Death level 1 spell that reduces defense to 0 for 3 turns), and then swarm him down. Turn 23 So many priorities, so little production. I could use desperat
Steps to duplicate: 1. Turn on Auto Station New Units in the Options 2. Train a unit 3. On the turn it is completed, load the autosave. The unit will disappear from the game, as if it was never trained.
It wasn't my challenge lpisko. Rather, I was challenged to beat the game on insane/insane. I just chose to use a stupidly OP faction to do it, that's all. I may have to try insane/insane again some other time, without beastmaster and using 1 of the default factions, just to see the difference. Faction/kingdom abilities carry over. 'Blood' abilities only apply to units of that race. A summoned familiar is not Mancer, so it won't get the 
you actually don't have to kill all the mobs, just settle that square in the wildland. :)
Are you moving the sovereign and familiar together in 1 army? The familiar's movement is 2, so he would reduce the sovereign to that speed if they were in the same army. If you split them up, the sovereign should go back up to 3.
yea typo Azunai. My mistake. Post updated :)
Turn 14 Kieri: Picked up a Band of Insight (10% XP boost). Actually, I originally got a Dragonhide Cloak from the Fire Wildlands (2 defense, 50% fire resist - utterly ridiculous when I'm facing fire attribute enemies). So I actually reloaded my save. Nochd: Picked up champion's club (joy - another useless weapon lol) Defeated a bandit army. Turn 15
Young Cyndrum Demons are ridiculously good once you get them up to size 5. I think they get 9x5 = 45 attack? And a few levels adds a lot of HP to them, making them quite hard to kill. Also, the young crow demons have that thunderstirke ability, which is great for doing quick AoE damage. They also fly, so they make great map scouts. The rest... well they tend to be more useful as sacrifical meatshields. Since they're free and respawn i
Just as an add-on graphic bug: AoE spell cast on parts of terrain that has items on it (e.g. a pillar of rock or such), will remove those items. You still can't move onto those spots, but it's just odd having those terrain features disappear. Had this happen with crag spawn's stinking mud and the fire elemental's inferno spell.
Actually, there is 1 way to consistently generate yield tiles: If you settle in 1 direction such that your 'zone of control' extends 6 tiles away from your city origin, those tiles that are in your ZoC and are 6 tiles away will become 'settleable' (well, it deals with the fact that cities have to be settled 5 tiles away from each other), and your city's zone of control always revives the land. With outposts, that seems to be completely random
While melee units will attack enemies in range. Ranged attackers who are webbed will not attack. Similarly, melee units will not use any spells they have (e.g. fire / lightning shrills casting their ranged attack). I have not had the opportunity to use web on spellcasters such as Haunters, ghosts, and wildling/darkling shamans yet, but will update this post later if I meet some.
cwg9 / Azunai_ : I honestly believe consume generates too much mana regardless. Arcane Monolith makes it even easier, but I consider training a pioneer, placing it on a shard, and consuming it for 200 mana to be a very worthwhile regardless. I mean, with a shrine, you need [b]200 turns to earn 200 mana[/b]. Even with a level 2 temple, that's [b]still 100 turns[/b]. Or you can just consume it for an instant mana boost. And in general,
Turn 9 Trailblazer trained, started 4th trailblazer Kieri kills 2 Mites groups. Kieri is level 4: Prodigy II learned (Spell mastery: 101). Kieri attacks Ogre: Hergon Sow Tamed. Nocht completes Noblewoman Quest: 100 guildar, 6XP received. Picked up Leather Cuirass, Rations Turn 10 Picked up Recall scroll A
Ok here you go joeball123. Started a game without the crazy corpse spider to start. Have it described up to turn 13 thus far. https://forums.elementalgame.com/445172/page/1/
joeball123 told me to try to beat the game with the following settings: Insane world, 3 insane AI teamed up, huge map. So I just thought I'd create a thread and update it as I play through :) I'm using an (utterly OP) custom faction and hero since I want to make the game as short as possible: http://steamcommunity.com/sharedfiles/filedetails/?id=149388370 Map Settings:<br
Sorry, i shouldn't of said 'Shroud' when I meant 'Wildlands'. All the bosses have died to the above army I mentioned, mixing ice and fire as necessary. As for crystal cost... a mage with just a wand costs 3 crystal, 2 more for the ring (optional), and an initiative ring costs 1 more. So depending on how cheap/expensive you want it to be, it's 9 crystal for an 18 damage group of 3 (upgrading with gold later to increase number
davrovana: I already finished and don't have a save of that game lol. I guess I can start a new one with this though. Want to list out the map settings (size, etc), and number of enemy AIs? :) I'll put them all on 1 team just to make things interesting lol. joeball123: 1. How long does your games run? I've yet to have a game go beyond 200 turns... and I've never even reached the level 3 temple tech. At most
Ah, my point about air elementals is basically they're overpowered because they require... I think a level 5 or 6 hero? You can get one by turn 40-50 or so, which comes at the 'sweet spot' where you're researching for better units and getting your military trainer set up. Basically, air elementals require a bit too low of a level hero for too powerful of a unit is what I meant :). Good to know about the Grave elemental ward, didn't realize it did that
Burress: the problem with even 1 movement road-builder is that 2 of them could 'leapfrog' each other and extend your road 2 spaces every turn. Which would be more or less the same as the current scouts (3 movement, so you move 3 spots, and build roads on 2). It would slow down the road-building a bit, but the inherent issue of 'super speed buffs' remains haha. And once the roads are setup, you got highways everywhere. But of course, i
jutetrea : You're right. It's a Mancer ability, not linked to Serene, so I'm updating my post. You don't have to build a shrine on them. And even if you did, it takes 2-3 turns to build a shrine to consume... For 200 mana, that's totally worth the few turns it takes. The problem with the road-building
Just a thought. But rather than having the autosave occur at the start of the following turn, wouldn't it make more sense for the save to be made at the 'end' of the previous turn, i.e. saving before they clicked the end turn button? That would solve all these issues right there... Admittedly, the would have to recode the autosaving mechanic, but it would be easier than trying to try to figure out where the bugs are with the current mechanic and fix t