Another interesting information: when i raised taxes, unrest goes up accordingly, but if i lower it to none, city still has 10% of unrest from taxes, anyone interested i can provide a save.
bpalczewski
[quote who="Tuidjy" reply="3" id="3262555"]As long as we are wishing, I would want to also see what path the unit will take before it moves.[/quote] This, and where unit will be at the end of each turn - like mentioned above, green for this turn, then numbers 1-2-3-4 ...
Hehehe, i want to see her face when she tastes the real insane :)))))
I am now playing Sean's mod, but i have seen it before. Sometimes a conquered city has a penalty to unrest coming from taxes. I do not ever set taxes, not even on low. It seems city still has this penalty from a faction it belong to before it was conquered. Can someone confirm it?
Another question if you allow me: Do wildlands get stirred? I had a game when suddenly every lair monster started to pour crazy number of deadly armies around turn 80-100 and i had to resolve to re-load at earlier stage. Problem was that i had left one lair with wildlings right in the middle of my cities, and this lair produce 5 of those armies in like 3 turns. I though, i can deal with threat that comes form outside, so i reload a game and kill this lone guy and destroy lair.
You can still fight and you do not have to auto-resolve. Just press key on your keyboard from 1-8 till one of the skills of your currently active unit activates and then the game goes on normally. Problem is that it shows 'a wither' unit, whereas actually one of your units is active. If you are lucky and this unit has any spell/skill you can activate it and that's it.
And holy cows, you made this cities hard to take, some i am experiencing some real epic fights (on expert, large, 8 opponents). I have melee hero that is simply blast, but still i need lots of meat, smart moving troops around and he is usually half dead at the end :)
So i am not sure if it is intended, and i know it was mentioned somewhere, the defending army stationed in a city only fights in the first battle in a turn. Any other attack the same very turn, and defense does not show up. It is easily exploited (i know always carry on with my major army 1-turn garbage unit to do first attack and die in glory, whereas my main army attack defense-free city), and it kind of undermines defense investing.
Ok, thanks for explanation. It would be nice that those things are put in tool-tips regarding the skill you choose when you are leveling. First time i used flurry my hero almost died :) Regarding sweeps: i did not choose it yet, i will test it next time i level.
I have problem with a skill call 'flurry': it is supposed to give me three actions, are those actions condensed? (which means hero is not going to act for 3 turns after using flurry?) It seems to work like that (or at least he looses one turn). Also sometimes i can move 2 tiles sometimes 1 tile after casting it. Question: i can get sweep ability when i level, but my character has it already, does it mean that i will be able to use it more often? Idea: think tha
Hmmm... I am not sure if i agree totally... On expert it is still winnable with the default sovereigns, though it is not easy. On ridiculous, however, it is a different story. You need a strategy, custom race, sov, and luck. It gets hard. I am not sure also i will call it exploit. If I choose traits of race and hero in a way that it maximizes certain strategy that is not necessarily exploit. Certain traits become crucial, other useless. The opposite idea is that game should be winnabl
Now, that i spent some time thinking it seems a bug to me. I have had this forest on my territory (between two cities) since the beginning of game and it looks very fertile too me. I did test, and new field appears only if place outpost: so you can wait another 100 turns and this forest will never become fertile. But one outpost, and immediately, the very moment you place it (not even next turn), fertile places show up. I actually went back to my earliest save, around turn 10, and once i plac
The land within your borders becomes more fertile, spreading grassland for Kingdoms, and "shadowland" for Empires.[/quote Anyone can confirm it?
Ridiculous: you need some abuses, in a form of combos like blind+lots of dodge (best), or super powerful and low cost fireball on very high initiative mage, and lots of luck (drops, heroes, not being attacked by too many AIs etc.). One thing i also realize that actually you have to win a war early on, turtle-like style of play ultimately hurts you in a long run, since without AI's conquered cities your development is painfully slow ... Whereas if you get couple 5lvl cities (while you have
[I believe your outposts are turning territory fertile that was previously uninhabitable by your faction.] Yea, but it should not be like that as far as I know.
Regarding placing cities, i have found a bug that i reported and it goes like that: Recently i realized a new bug started to pop up, it showed first time in a last version before release. In my actual game (ridiculous-ridiculous) there are places, like forests that are far from my cities, that shows no fertile ground, and no city can be build there. However, if i build a outpost in a middle of it, suddenly it reveals sites good for building a city! In my present game I have found alre
Yea, i said curiosity, because it is first time ever that it happens to me :) Normally i would be forced to have a war looooong time ago.
And here is curiosity: I am playing test game on ridiculous, my power rating is right now 140, with is of course the worst one, and one above me has got 740, with leading nation having 1400. It is season 150, and i play large map with only 4AI. Met two of AI but i keep distance, and i have not been attacked yet, though they war between themselves.
Recently i realized a new bug started to pop up, it showed first time in a last version before release. In my actual game (ridiculous-ridiculous) there are places, like forests that are far from my cities, that shows no fertile ground, and no city can be build there. However, if i build a outpost in a middle of it, suddenly it reveals sites good for building a city! In my present game I have found already three spots like that, visible only after outpost. I am not sure if butcherman g
Agree with Tuidjy , had seen countless examples of AI being ignored by monsters. Recently an AI came to attack my city. There was a dragon trailing him and following him for 20+ tiles, always one square behind AI (have no clue why AI moved one tile per turn, probably thought it was tactical battle ...). When AI finally made it to a city, my rescue army entered in to su
Sometimes power rating can go very high because of resources, if you play higher difficulty levels AI can have tremendous amount of money or prestige, which pumps up their power rating.
[Fixed Death Ward] Yea ! Now blood sigil :)
This spell does not work, in fact it messes up a tactical battle. After casting mass berserk it attempt to cast mass wither on opponent. However, my sov gets activated with a name "Wither" and without any options active (in task bar). First time i was forced to auto-resolve battle, but later i discovered that pressing any of hot-keys on keyboard triggers corresponding (invisible) spell of my sov and then the battle continues normally. Here is a link to the save, just hit an end turn a
- blood sigil spell bug: tactical battle hangs on this spell, first mass berserk is cast, then wither is being cast but it never ends .. You have to auto-resolve it. Issues with moves: - there is no button: all move. End of turn moves all the troop, but if a troop has some movement points left the game does not prevent end of turn from happening. Civ and Warlock of Arcane are example: game will not end turn till all your troops are moved, paused (space for a tur