a few things merlinme: 1. you're using air elementals for mid-game when your 'endgame army' isn't setup yet. 2. an end-game army of: summoning hero + mages (fire wands or water wands, preferably mounted on horses so you can get an army with 4-5 map/combat movement) + summons to delay will kill anything, as the ranged attack adds up fast. I do keep 1 spot for the air elemental since he can keep up with the army, will have around 100hp, and is fast to move
Chaosti
Suggestions: - Change Consume to only generate 30-40 mana - Cull the weak should only be castable on faction units (so limit it to races like ironeers, men, mancers, etc.). Make sure the spell cannot be cast on elementals or undead!!!! - The road building ability is too good. [b]Have the trait become available when Economics is researched (mid-game)[/b], or even remove it entirely. Similarly, I would recommend that [b]commander hero's need to be level 7
Legacy of Serrane: tooltip has the old description. Unlocks bazaar improvement (still true) and the warhorse, which boosts the rider's attack (should be: [b]boosts rider's attack and initiative for the first turn[/b]). Caravans are immune to attack (All caravans seem to be immune now?) Mancers: Their tooltip should state that the faction has the road-building trait (which is, incidentally completely OP as I mentioned in ano
It's not effective at all. In fact, I would go so far as to say it's utterly useless, since it costs 500 mana and he'll go away after 3 turns. Also, as an addendum, The summon line really needs the summons to be re-organized, because most of the most powerful summons show up quite early. For Empire, summon skeleton is a free sacrifical summon every battle, very useful. And summon skeleton horde is ridiculously overpowered
Well in my experience, death ward only matters if the enemy actually targets him, and if he can actaully get into the combat. With that 2 movement and fairly low initiative, he was always lagging behind any melee units (if I had any) and so I found the AI always targetting all my other melee units but him lol. And personally speaking, I always have wargs or horses on most of my units, which further reduces mausolo's utility since he would mass
Whoops. Good call phazon. I think I should of looked through the 1.1 changelog first ^_^;
Mausolos is kinda useless ;) Just a high HP tank, but at 2 movement... hard to use. The point remains though, that I think having your mage hero or commander hero is better than having another warrior unit.
Gallowman, in the Unit Details Page: Consume Spirit Spell Tooltip: all it says is "Unlocks the following spell: " (no spell description given). This spell isn't listed in its spells page, nor is it in the Hiergamenon. Oddly enough, I think it has a proper description for the in-battle tooltip. Also, not really a grammar issue, but I believe the spell doesn't have a cooldown at this time... [quote who="parrottmath" reply="48" id="336
For whatever reason, all other combat summon spells take 1 turn to cast. They all cost, at most, 60 mana. However, summon Pyre of Man has a casting time of 2 turns (total 3 including the initial cast), and costs 500 mana(!!!). Even worse, it's not a permanent summon for the battle, as he disappears after 3 moves. As it is, the spell is utterly worthless. In fact, going for crag spawn / earth elemental / grave elemental is far
Fire elementals have the ability to cast inferno. However, when the spell is cast on the same tile twice, the fire is no longer displayed on the battlefield (even though any units that walk across it will be burned).
Drake description: '... are the most powerful of the Dragon's Kin; incredibly powerful, often greatly intelligent beings, they differ from their more powerful cousins in one crucial respect...' How can they be the most powerful, and still have more powerful cousins? >_>
Just curious, what do you mean by 'continuous building' bonuses ReXeXX? Another issue noticed: Autosave loaded for turn where I researched 'Trading' (for roads between cities). - Roads never showed up with the Autosave.
Altars come from Shard Harvesting Shrines from Immortal Codex Temples from Ereog's Journal However, the icons for the buildings are not shown in the tech tree for Resoln (perhaps because they have that unique temple that spawns elementals?)
Issue: the quest to recruit heroes like Mausolos and Ascian (the only 2 I got so far) are rather challenging, and tend to require a hero in the 6-10 range with a decent army. Unfortunately, the reward is generally a mediocre hero that isn't worth replacing your hero currently leading the army (among other things, both Mausolos and Ascian can't use the full range of equipment and such). And using him with that hero would significantly decrease the XP received. So mo
Ah I see, makes sense Publius. Also, you don't seem to get the achievement for killing Abeix and Vetrar in the scenario too. Guess you have to do it in random maps at this time?
Not sure if it's only happening to me or if anyone else has this issue. Finished the scenario, but not given the achievement.
Issue: It seems to only occur for 'start of turn events', but it can be gamebreaking because: - If you trained a henchman the turn you load the autosave, you will be unable to select it's perks (ex. if you trained a level 3 henchman, you lose the ability to select it's class and lose a perk choice) - If you hit a fame value that turn to get a hero, you will not be offered the choice of a hero when you load the autosave - loading autosaves will make all
Altair henchmen equipment shows up in the equipment list, thus allowing you to transfer all the equipment to other heroes. Even worse, [b]after the items have been given away, it is still considered their default equipment and they keep it![/b] So essentially, training 1 henchman allows you to fully equip another hero, and also have all that equipment on the henchman himself. Or you can train a henchman and sell all that equipment away for gold. No
Well, beating a dead horse at this point, so all I can say is try it Anelyn. 100-150 turn victory method: Step 1: if making any troops in early-game, stick to the basic militia unit (@ 20production/ 0.3 upkeep per unit, it's affordable and massable, unlike troops equipped with armor or anything like that, which instantly goes up to 0.9 to 1.5upkeep/unit and require like quadruple the time to build). Hero + 4 militia will more or less crush anything y
from what I've seen, the way they do it is the overall combination of armour gives that value. That is, if you equip the chain shirt, gloves, greaves, etc, it adds up to a total of 16 defense and -3 initiative. Same for plate armor.
Just curious, where do you even get those 2 spells? lol They seem like they're very overpowered with the current state of: cull the weak + summon skeletal horde (every battle you win can gather you up to 155 additional mana after all). Otherwise, gathering that kind of mana would hundreds of turns.
Not really taking it personal or anything, just wasn't sure what you were arguing. Because I couldn't see a focus, when you were saying that warfare can potentially do more damage than staves. Which is true, but doesn't affect the fact that staves can: - be trained really early-game and for very low cost (6 crystal for a squad?) - needs almost no research to get, unlike even mid-game weapons in warfare which a much higher amount of research. -
[quote who="Anelyn" reply="57" id="3353609"] All weapons have higher base damage than staves. They only get closer when you research end of spell tree and gain access to last tier of staves / axes etc. You get access to higher damage weapons (except staves) much earlier in game through warfare research which offers plenty of upgrades to normal weaponry, while high end staves are only found in the later part of magic research tree which won't be accessibl
which then leads to the whole 'AI is not intelligent enough to cast spells properly in combat' issue Wizard1200 ;) Especially when they got to take into account what spells you have access to, and counter accordingly (whether in the mage branch or spell affinity). Well, the easiest fix, I suppose, would be to have armour actually give elemental resists as well as armour... That might make armoured units a bit too good overall though.
[quote who="Brainjuggler" reply="51" id="3353544"] Regarding mages and their magic attack. Is weak. VERY WEAK. Even hoarding warg mounted companies of high level mages made in a fortress with 4 essences with the fire dmg city buff (which adds 24 damage to the group) they are weak, their dmg is 50 with the basic ice / fire staves and an amulet with +1 fire or ice damage - made those playing Porcipinee. Compare this to a company of mounted 2h Axe cavalry made in same town with 120 Atk.<br