you can maintain enchantments, click on your mana icon at the top, this will bring up a list of enchantments currently active and their mana upkeep. You can also get to thi sscreen by using the kingdom management screen, and the "enchantments" tab on the right. The AI getting silly numebrs for mana has popped up for me a lot too. It was more prevalent in .913 though. I've finished about 3 games of .914, and only one of them had crazy mana total for the AI, and it
StillSingle
I've attached a save game in the mid game where I have some life shards now. I tested by using my Sov this turn following the road south west and attacking the troll army. The first time, i left the regen enchantment as it was, in the battle the Sov took 2 damage, and only healed 1 damage on its next turn, and did not have 100% health. Part 2, loaded the same save, and attacked the same group. BUT FIRST I dispelled the current regen enchantment on the Sov, a
I've seen this quite a lot too, not only with pioneers but with Sovereigns, champions, either by themselves or with other units. Sometimes they snap back to where they actually are, but a lot of the time it needs a reload. I've found that the unit has never moved from the tile it is actually occupying, just the graphic for the unit is displaced. They can move normally, you just need to check the actual tile it is sitting in rather than where the graphic is.&n
Either the description doesn't match what is supposed to happen, or the +1 Def isn't happening each time my Custom Sov is attacked. The Description of the "Warden" ability on the Warden's Shield is something like "the unit gains +1 Defense wach time it is attacked". Also, It dosn't appear to have gained the +1 Def from being attacked by ranged units either. http://dl.dropbox.c
I think that is the same hero I can't kill in my game (.914). http://dl.dropbox.com/u/6868387/Warding%20Shiled%20issue.EleSav save attached. The champion is in the mid to northern part of my territory.
I thought all tactical summons are expelled at the end of combat. It happens to fire and earth and ice elementals. If this isn't how it is supposed to happen, then all summon spells are bugged in the way you describe the warg spell.
They've changed it back to more fast paced leveling in .914. However, non CHampions (so trained units and summons), only receive half the base XP for each fight. However, they have coupled the increase in speed leveling with good items being much rarer than they were in .912 (at least in the couple of games I played this weekend). This meant that I was able to have more abilities (which is cool!!), but not get superpowered till later in the game where the te
I don't know if this should beclassed as a bug or not, but If I have a melee tank and a range unit, then I would expect damage to be dealt to the tank first. Example 1: My forces, 2 tanks + archers. Enemies: all melee units. Result, my archers took 34 damage, and the tanks took 0, I win, but the cost was too high. Ran the same battle through tactical with me controllong, archers took no damage, and the tanks took a small amount of damage each ( <p
Freeze doesn't immobilise a stack, it reduces movement to 1. Tremor actually immobilises a stack, as in it can't move, but you may be right about still having its movement points and therefore can attack. I Still think if it is immobile it shouldn;t be able to attacke or move. Only be attacked.
It's actually bad having multiple path of the.... while you are low level. Would help the AI champions and Sov if they specialised more early on using their first (and hopefully ONLY) path of the....
I was running around with 2x Umberdroths :) (was Tarth, so I wanted my army to stay 3 or less)
I shouldn't be able to goad a monster from its lair and nip past and loot the lair [e digicons]:ninja:[/e] for the awesome peice of shiny it is hiding without first defeating the monster. Alternatively, if a monster loses its lair, let it roam at its FULL movement speed. Or put an even bigger monster that gets triggered on stepping onto the lair that you must defeat to get the shiny. No more stealing that death demon's lair shiny and running away th
Hi, don't know how many of you guys have noticed, but beteen .912 and .913, there has been a large increase in the XP needed for champions to level up. I like this change as it has brought the Sov and champions more into line with how powerful trained units are at any one time. I can no longer uber level my Sov and go solo entire nations!! I don't like the change because now I'm picking up items that require lvl 13 or 15, and not getting to use them before I
I'm seeing a lot of Sovs with Path of two different things. Is this allowed for the AI and not the human player? Is it uber rare for the human player, and the AI is getting luck a lot?
Cast tremor on a unit stack adjecent to a city, that unit stack attacked that city that turn (while it still had imobilised 2x turns).
Strategy: Only declare war when you are guarenteed to take a city. Only declare war when the Sov is on the border of the enemy, or otherwise useful place to add to the war effort. If you can keep peace with the other neighbors, have all champions and their armies on the border BEFORE declaring war (if humans can do it... [e digicons]}:)[/e] ) Decide on a build for each champion. I should not be seeing a path ofthe mage AND path of the Warrio
Finished a game on hard yesterday. bloody hell, 2x AI Sov health!! This was actually good, because I wasn't able to opurtunistic and do a quick Sov kill followed up by beeline to their capital (which keeps the Soc out of action due to continuously dieing). AI expanded about right. Built good armies (hell a lot of them!!) It was choosing good places to build its cities. Still doesn't design it's Sov skill sets very well. The reason I ended up w
http://dl.dropbox.com/u/6868387/Can_I_have_this_much_mana.png This is the graph I was talking about.
Huge spikes and troughs for the AI teams that go from zero to billions of mana. I can't even see my tiny little graph of a few hundred mana.....
I've found this also. Even if you injure the beast to be tamed, it switches sides to full health.
and here's the save game if that helps. This is also the same game the stup slag wasn't destroying the pipsweak city. http://dl.dropbox.com/u/6868387/pact%20with%20the%20ferals.EleSav
Check the images. That tile has both a wildlands Stalker AND a Kraxis scout! Can I get this cheat?? [e digicons];P[/e] http://dl.dropbox.com/u/6868387/pact_with_the_ferals.png http://dl.dropbox.com/u/6868387/pact_with_the_ferals_2.png
If this isn't a bug it should be [e digicons]8(|[/e] That city is too small even with a lvl 2 SOV sitting in it to defend against that monstrosity :P http://dl.dropbox.com/u/6868387/Should_Not_See_This.png
Settings are set to: standard map size. 5 enemy factions (total 6 incl me, 3 Empire, 3 Kingdom), challenging world difficulty, challenging faction difficulty, dense monsters, standard resources, standard magic. I played as vanilla Magnar. Monsters seem to have a nice balance now, there is some stuff that can I kill solo from the get go if I burn a bit of mana, and there is stuff that I waited till I had a unit or two (ended up using another champion) to kill.
Putting in a cooldown for the time it takes to train a pioneer would be just early game, and completely unjust mid-late game because you can have multiple cities train pioneers in the late game. Early game it takes ages to train a pioneer, so the spell wuold be better (3 turn limit assumed).