egable

egable

Joined Member # 382223
11 Posts 54 Replies 11,310 Reputation

My stone and fire giants have a 100% miss rate on their spells now with 1.08b hotfix. They were way overpowered before the hotfix, and now their special abilities are completely useless with the hotfix.

5 Replies 4,157 Views

[quote who="Firbolg" reply="8" id="2755425"] The elemental spell books (earth, air, fire, water) will get moved out of character creation and into the tech tree so that players can determine what spell books they want. This sounds not so great... I can already determine which spell books I want. The problem is that there is little to no trade off for picking them and not enough difference between the books. Moving the spell books into the tech tree only makes things worse. Ra

265 Replies 681,588 Views

[quote who="brass1983" reply="17" id="2752695"]the biggest problem with tile limited cities, in my mind, is how deeply resources cut into your tiles. especialy on smaller maps where the rsources are much denser. if you have 3 resources inside your walls, then thats 12 tiles you don't get to use. this leads to very snakey cities as you try to avoid resources in an effort to actualy make use of your 50 tiles. I do not like this. I think a far better method would be to limit cities ec

40 Replies 108,548 Views

[quote who="Robert Hentschke" reply="1" id="2750434"]I've always wondered if those sovereigns just happened to be childless. I would think that the whole point of the dynasty management was to build an empire that can outlive the founder. The heir might be thankful to you for removing that ahh... obstacle to the throne but you would most likely face a stronger, meaner sovereign for it. =P Killing a soverign who has heirs should not possibly c

5 Replies 6,613 Views

Some thoughts about how things should change in these aspects: 1) Cities that have population drop (by removing housing, etc) should loose land control. If you get to level 5 and it gives you control over 3 more gold mines and you remove those houses, you loose the gold mines. 2) Cities with low prestige next to cities with high prestige should grow more slowly, and if the difference is large, maybe the low prestige cities should even shrink. This would be a goo

5 Replies 6,613 Views

Actually, I think the economy is pretty well balanced. Except maybe the per-turn cost of units needs to be cut in half to be realistic. You just need to build more units. They will eat through all those resources much more quickly. If you jack up the cost to support units you will end up with more free metal and more free resources because you don't have enough gold to make enough units to use them. When you start fighting Ogres with 150+ attack with real units and when the AI gets off it's b

11 Replies 11,069 Views

[quote]Unfortunately, if you couldn't move after attacking you'd simply switch to a bow to kite, it just cuts the melees out of the picture. Really there must be a better solution that works equally well for ranged and melee - like splitting attack and movement speeds in some way, such that faster attack speed from a weapon or level up doesn't have you racing across the battlefield faster too.[/quote] Now that's exactly what I've been thinking. There is no reason at all

32 Replies 21,351 Views

[quote]If you're going to cheat then you have no reason to complain about the ai.[/quote] It's not cheating if the game mechanics allow you to do it. How many new players have built more than one merchant, more than one library, or more than one of any other building that you are only supposed to be able to build one of and not realized it? Are they suddenly cheaters for doing it? No. It's a bug, and they probably didn't realize it was a bug. They just clicked the build

26 Replies 18,822 Views

[quote who="derkaderka" reply="2" id="2731622"]yeah, i can see why some factions may have not met each other at the end of the game, since the hordes get bigger and scouting becomes impossible with your original sized scouting parties. the other reason is that you are not allowed to explore out the map. i mean if you step foot on someone else's land you immediately get a message to get out. the only way to really explore is to declare war in order to pass by for exploration. now im sure there

18 Replies 27,199 Views

Some improvements cannot be built in level 3 cities. Some require level 4 or 5 to build them. Double check to be sure you are not trying to build a building that requires a higher level city. Then double check the required resources (gold, resources, food, etc). Then double check the heirgamenon entry for the city to make sure it says it has enough free tiles left. Also, keep in mind that there is a bug in city building where sometimes you can build a building twice tha

10 Replies 10,356 Views

I actually think what would solve everyone's problems is that when you get barracks, you can build more than one per city and each one allows you to train an additional unit at the same time. Then, reduce the cost for equipment slightly. That will reduce the costs for groups of units by enough that when you get late in the game, you could have a single city simultaneously cranking out 5 groups of 20 archers or 3 groups of 20 archers and 2 groups of warriors or whatever and you could actually

133 Replies 385,580 Views

[quote who="NorsemanViking" reply="2" id="2727530"]Many good points here. Hope the 0-day patch deals with such things as building costs, settling city costs and growth rate. The game is too easy right now, and the city spam ruins the fine atmosphere you have in the early game. That said, what a great game this is going to be. The core of the game is fantastic, we just need a few tweaks.[/quote] Again... that mention of "city spam". That has been dealt with qu

3 Replies 2,738 Views

[quote who="NGC3" reply="18" id="2727296"] Something must be done with city spam. It's the best strategy, and the most boring strategy.... that doesent combine well for gameplay. We need huge founding costs for new cities indeed. Would be great to be able to set a customizable variable for this feature (as well as others) In other words, instead of the boilerplate difficulty settings, have a "Custom" option, which would allow you to fi

23 Replies 101,885 Views

The "minor" faction next to one of my cities won me the game. It was a dragon standing outside the city and I married my son to his daughter who had 700 strength, 400 dex, and 204 HP. She just walked around killing everything in site with a single shot. Top hit was somewhere around 6,318 damage.

18 Replies 10,770 Views

[quote who="NorsemanViking" reply="13" id="2727051"] Quoting db0, reply 12Ok, I'm confused now. Why do you think you need resources to expand? I keep expanding everywhere, whether there are resources there or not. It allows me to build more workshops, merchants and the like, which are simply free resources, and eventually my cities grow and I can use them to train soldiers. Something must be done with city spam. It's the best strategy, and the most bori

23 Replies 101,885 Views

Not sure if this has been pointed out before, but my biggest issue right now is with champions. 1) When a champion levels up, the points gained are not enough to make the champion really powerful by late game. They just plain "get owned" by pretty much everything in the late game. 2) Champions don't really have much more health than any single unit you can train at your cities. That is a major problem because of 3. 3) When my level 9 champion with 30 hea

82 Replies 84,230 Views

[quote who="Tasunke" reply="98" id="2703239"]Honestly, I think 2 rings per hand is reasonable. One on the index and one on the ring finger. Therefore 4 rings, 1 amulet (neck), and 1 pack Although ... multiple packs isn't always a bad thing as long as similar boosts don't stack. For instance ... if you want a "Ninja" type you could give them a "Wall-Climbing pack" + Invisibility/Stealth Cloak[/quote] I loo

105 Replies 351,226 Views

Rings: - Different sizes: Small, Medium, Large - 2 small + 1 medium per finger - 4 small per finger - 2 medium per finger - 1 large per finger When talking about sizes, think wire vs jeweled. A wire ring would be tiny in width, and you could easily put four of them on one finger where you would normally wear a ring. However, a wire ring would offer only a very minor benefit. A large jeweled ring, however, might offer a huge benefi

105 Replies 351,226 Views

I should point out that it is really difficult to pan around the map to find the place where you want to teleport. To get around that, I tried to click the empire tree to go to a city and then click where I wanted to teleport to, but it de-selected my unit when I tried that. There needs to be a minimap or a way to jump to where you want to go, or it is really difficult to get around. I've been playing on a Phenom x4 with Win7 Ultimate 64-bit, 8 GB RAM, and a Radeon HD 3850 with 512 MB

30 Replies 63,621 Views

Great Barrier Overland Enchantment Erects an energy barrier around your lands, cutting off all forms of passage and trade, even by air. Automatically expands as your borders expand. You can no longer establish diplomatic sessions with opponents or allies. Requires and air shard and an earth shard. Fully consumes both shards for the duration the spell remains in effect. In other words, if those are your only air and earth shards, you cannot cast any other spells that require an

243 Replies 841,381 Views

Telekinesis: Combat spell. Must overcome targets dexterity. Can disarm target unit temporarily (2-3 combat rounds?). Or, optionally, could be used to steal the opponents weapon if it overcomes both a dexterity and strength roll by the target unit. Maybe make it always "disarm" for one combat turn, since telekinetically screwing with their weapon will pretty much always make it impossible for them to use it that combat round, even if they overcome the attack. If they actually f

243 Replies 841,381 Views

Odd bug. I built a city up north of where my first city was and my sovereign moved to the space below it. Then I hit next-turn. Then I tried to move the sov up to the left towards the little nook where the fire shard is at and the game just froze. I went to task manager and the game was sitting at 24-27% CPU usage (on my 4-core Phenom) and was chewing up about 6MB/sec of memory. When the memory footprint hit 1,703,000 MB, it crashed. However, it did not produce a valid dump file. It was 0 byt

0 Replies 921 Views

[quote who="Frogboy" reply="19" id="2600991"]Well, stable for you anyway. It is a beta. The goal for beta 1 isn't perfect stability. I have a pretty reasonable set of machines, our QA team of course has a much larger set. The out of memory issue that some have reported seems to be a compatibility issue rather than some sort of memory leak issue that we'll have to address before release. There are certainly edge cases as well such as queuing up lots of things to bui

73 Replies 133,441 Views

[quote who="kevinlrt" reply="3" id="2595433"]I'm really not very surprised. I for one actually had less stability between z1 and z2.[/quote] I have to agree here. In 1z1, I only had issues with out of memory and that was after hours of game play ... er .. testing. But now, I tried an hour of playing and ended up with about 10 stuck "end of turn" issues where I had to try saving, exiting, starting it again, and loading. And I've manage to get two save files now that just won't lo

90 Replies 163,815 Views