LOL!! I love that tactic Glowing_Ember [e digicons]:D[/e] Sooooo much fun :P and unless they go to war, you can completely surround the poor little empire [e digicons]:rofl:[/e] But no..... we're honourable gamers..... we wouldn't gimp the system......well actually we would [e digicons]}:)[/e]
StillSingle
Glowing_Ember has hit the exact same issue that I find with the spell. I was just thinking, even thoug houtposts are squishy, you can't actually destroy someone's outpost unless you are at war with them. Perhaps when the AI is more agressive, those far off outposts by them selves won't last very long. As for the road issue, I think there was a thread talking about the use of roads through enemy territory, should be disallowed. That would sol
OMG. Uber UBER UBER powerful. Here is why: Only costs 30 mana. Available from turn 1 reduces the number of pioneers needed to train to the number of cities you want to fund ( No range limit on placement of the outpost allows my cities to spend time building warriors or city buff buildings No travel time to place the outpost vs pioneers having to travel from the city to w
I had the same issure with Flame wave in .90. I double checked the monsters, and none were resistant or immune to fire. Tried casting multiple times in one battle, and no effect.
Made a custom Sovereign with the Beastlord Perk. When using it on a Black Widow (the 14 Att, 0 Def, 20 odd hp spider), twice caused a CTD. Let me know if you want the crash dumps, they are on my desktop at home.
After signing an allliance treaty, the next turn wil display a notification on the sidebar that the alliance treaty has expried. Happened every time I made an alliance. Doesn't seem to be effected by whether I'm allied with one of their enemies at war.
This is the order for what happens as is now: click to attack a unit on strategic map, pre-battle screen, map scrolls to next idle unit, tactical battle screen, finish battle, strategic window screen still at the other unit, battle results screen. Can we shift the selection of the next idle unit to the end?? So it happens after you close the battle results screen.
The description of Celerity is that it increases initiative permanently by 1, and CAN be stacked. Cast it on my sovereign one turn. Then tried to cast it on the sovereign the next turn and was denied because "enchantment already exists on that champion"
I have seen this issue. It is berserk. Start a tactical battle with 1 hp, 2 champions and access to that spell, and poof! guarenteed to be cast on the unit with 1 hp. FYI: Bersek increases damage and deals 1hp damage to the enchanted unit per turn.
Created a custom sovereign for Pariden. The blood trait shows up as attached to the soverign, so it should get +initiative based on air shards etc. I checked the initiative when I had 6 air shards, and there was no blood bonus being added into the initiative total.
Start of the game 1 or 2 pioneers depending on whether there is a shard around, then workshop. Always get shard harvesting if you don't start with it. Found a second city straight away. Try and found one city with max grain, and one city with max materials. The extra pioneer at the beginning should grab a shard, any shard, its just mana. The max grain city max out its production and then keep growing it with buildings to make it maximum population, you migh
From memory, Beta 3 was addressing faction differentiation, however there were also improvements to game flow at the beginning (like letting you build on metal mines early, shifting +research techs early). Also, one of Frogboy's goal (correct me if I'm wrong) was to have your starting position (once explored) guide you in the direction of your strategy for the short to medium game. For example, if you were surrounded only by metal, that warefare tech tree is going to
Yes ppor frog, but it would stop the game from becoming a race to each other's cities :P
I'm not a proponent for complex Zone of Control (ZOC) mechanics, the simple ZOC that is currently being used for the tactical battles is exactly what I'm suggesting. On the strategic map, should there be a ZOC for the armies? Civ 5 implements the same simple system for ZOC, keep in mind though that in Civ 5 the tactical battles happen on the strategic map, not a seperate tactical map. Actions that using the ZOC system on the strategic map will effect: Harder
Yeah I haven't had the bug that a unit with movement points doesn't move, but in all the beta versions I've played of FE, I haven't been able to put units into an army that is still sitting in the same tile. Current;y I can't remove units from an army with zero moves left though, so this isn't an issue.
[quote who="ambidexter235" reply="9" id="3094373"]One aspect of this which I particularly object to is the situation where Unit A spends it's movement points and ends it's move on the same tile as Unit B which has not moved yet this turn. Unit B won't move, since Unit A formed an army with zero movement points when it entered the tile. [/quote] Yeah this is annoying. Two systems are in play though. The first which is what my OP was about, the s
I think see what you're saying ambidexter. Sounds like you think it should be on a percentage basis though? Ie, Unit with 4 movement in an army with 2 movement, the whole army moves one tile (so the army has 1 unit left, of 2, ie 50%), then you eject the 4 movement unit, and it would have 2 moves left (out of 4, ie 50%). Is that how you are thinking??? I'd be interested to know if anyone thought that it is actually better the way it is now for gam
I think you'd be surprised Mr BingJack. I capped an enemy city (after I had the first road tehc that goes between cities), and boom! There was a road all the way to that city.... AND even better was that the enemy already had roads!! Guess what my army did [e digicons]}:)[/e] followed the road to riches!! and all at a faster pace than 2 :) Another way to strategise away from the disparity of movements between armies and champions, is to o
I must have missed the discussion about this when WOM was being developed CdrRogdan. Do you have a link so I can see what the different points of opinion were?? Nathan E, here's the mathematical version. Ejected Unit Moves left = Army's moves left. This is true regardless of how many extra moves the ejected unit should have :( Oh, and has anyone realised you can't split an army after all movement for the turn? Would be nice
I always keep forgetting to post about this, as it has been this way since the beginning of WOM. I don't know if it is a design decision or a bug. When you have a fast uni in a slow army. If you eject it before any movement is used up, the fast unit will still be limited to the armies speed. What the UI is telling me is that it has already used up any excess movement above the army's speed. I would think that the movement left that a
I'm on side with Yazari here. He listed previously a whole range of reasons that I wholly agree with regarding the choices that will have to be made (after weapon balancing etc) when deciding on the composition of your army. I would like to add another small point though, Having a fast moving champion in an army could still be a good thing if they didn't lose their extra movement when exiting the army. Currently, if yuor Champion has movement of 4, and is an
Your strategy sounds mathematically sound (and practical). Couple of things I'd like to add/point out/agree with: I agree that the negative traits for units, the cost savings need to be reduced or basis changed (ie from percentage to flat rate or visa versa). I can't remember how many constitution points you lose for the particular trait, but constitution matters lots after level 1. Can you check to see how much health those units have at lvl
I agree with you Rhadagast.... but in fairness, should be dropped to a more reasonable XP amount (which as of .85 is based on threat level, .86 also includes number of enemies too).
From my experience (in .85, sorry haven't got a chance to tinker with .86 yet), My lvl 7 Sov can do between 30-80 damage with the maul one hand axe. This axe does not decrease initiative. Each hit doesn between 5-10 damage. The bigger weapons that can do larger one hit damage seem to always reduce initiative, therefore getting less attacks in. Would it be possible to have a seperate module for just battles that we can pick what units and equipment are duelin