Edit: Nevermind. User error. I forgot the foreign relations screen didn't show economic treaties, and I made treaties with a faction other than the one I thought I did.
Sanati
I was mistaken, this doesn't happen with any other game on Steam. I tried about a dozen of them. Also updated Steam to the latest beta and it had no effect. Starting to get a little annoying. >. Here's my debug.err, if it helps. http://sites.google.com/site/insanati/debug.err
[quote who="davrovana" reply="16" id="3341773"] Sanati- how do you get a 30 init archer without spells? short bow makes a unit 12 initiative. add quick, warg, amulet of haste and belt of speed, and init is 19. are you assuming any faction traitsk?[/quote] You can get +3-6 with the init city training buff. The better bows are only -6 init IIRC. And another +3 passive with a Commander. That's 27-30 init without racials or faction tra
There's both now. The old events are still in, where he comes into the castle and asks a riddle and you go out and get a skath mount or whatever. There's also the quests where you find him at a camp or whatever and he asks a riddle then reveals, for example, an apiary in the tile.
[quote who="joeherbert48" reply="4" id="3341817"] Too many changes can ruin a game just take a look at AOW:SM if you don't believe it.[/quote] *snort* *hack* *cough* I just almost choked on my mini-quiche. AoW:SM is my favorite 4x game, way at the top of my list, it's what I compare every other game in the genre to, much like many people here do with MoM. There was absolutely nothing "ruined" in that game or by that expansion. [quote who="OliverFA_
Wildland monsters don't spawn in lairs, the lairs in them are part of the design and basically just goody huts. Wildland monsters will spawn in any wildland tile, and they do wander quite a bit and occasionally raid the cities nearby. That is all intentional AFAIK. What probably isn't intentional is wildland bosses walking around 10+ tiles outside of the wildland, they used to be leashed to the wildland, but I've seen them wander way outside several times now in LH. Also pro
I think most of the new maps have several dead tiles on them, others have tiles that should be blocked but aren't (like the fountain tile in (empire?) city combat). They all just need a polish pass.
I think a lot of units should have the upgrade group button. Like bandits too, to make the sov bandit lord trait not completely useless. Maybe for the binding units and summons it could cost mana instead of gold. Cyndrum demons would still have the advantage of being able to increase group size for free, and go above early tech limitations, so I don't think being able to upgrade for a cost would lessen their unique ability.
Are you sure it's not connected? I see what looks like a couple unexplored tiles on the NE edges that could be very narrow land bridges, one on the corner near the wildland, the other on that peninsula. I've seen land bridges as narrow as one tile though, so you really have to see the water before determining if it's coast or not. They could be blocked in by a strong lair. Hard to tell on such a small image. If they are on an island though then that's definitely a bug.
I think it's debatable actually. The attack bonus from forts doesn't apply to staff units, nor does the attack from charge. The defense boost and the 1hp/lvl trait are nice, but they shouldn't really be getting hit much anyway. Conclaves can get an extra essence which can be a training bonus. So it's a question of is +6 defense, +2 lvls, some accuracy, and impulsive (or 1/hp/lv) better than +6 fire attack, +6 hit points, +1 initiative, and +1 defense? I think it's close, c
Event or quest? I got the quest for the apiary in a 0.75 game. I've only seen one of his random events total in ~50 hours of LH play, pretty sure it was in 0.51, only ~5 of those 50 hours were spent in 0.75 though so I can't really say if there's a difference. Edit: He's the riddle guy right? I'm not very good with names.
The only thing wrong with ranged weapons is they start too late in the game. Their damage and speed are fine, you just have to design your units around them. Pretty easy to get archers/mages with like 30 init that always go first (without impulsive) and decimate the enemy without ever being hit. Swords however, suck. A single counter attack at -50% damage is just garbage, and the small init bonus doesn't help. Cleave, Crushing Blow and Impale can all decide the battle on the first
[quote who="GFireflyE" reply="7" id="3341383"] This is not a good idea at all imo. There are already natural softcaps to all three. Putting hardcaps on would only cripple the AI to be able to compete.[/quote] Actually currently the AI ignores the "softcaps" from what I can see, meaning they keep building cities even if it starts making unrest a serious problem in their empire. This is probably why the value is set to only 2% unrest per city, any higher and the AI would quickly ov
I got that quest (if I'm thinking of the right one) in 0.51 and picked the option at the start to just keep the helmet and not take it to their "grave," and got nothing. There was no helmet in the first place. So it's broken from the start. In FH I also did the quest and IIRC I did get a helmet right away.
You'd have to ignore lairs for ages to get that kind of accumulation, and if they have over 1000hp then they are feasting on AI units and leveling like crazy, far from ignoring them. I haven't seen a non boss monster army with more than 400 hp on a hard world, even after an eclipse, I don't let them sit for that long though. My area is cleared 100% of monsters fairly quickly then I move into neighboring AI territory for more exp, clearing caravan routes and basically making everyt
Looks like it only gave 8 exp, and your exp bonuses doubled it. Gotta love the new LH exp system. [e digicons]:rolleyes:[/e]
[quote who="emmagine" reply="2" id="3341274"] This plan would cause the players to behave a little more predictably, to make it easier for the AI to play the game.[/quote] I don't think this is necessary. It shouldn't be that difficult for the AI to realize we have armies near one of its cities, and it should be using strategic spells to halt those armies or teleport their own armies over to deal with the threat. Other games in the genre have no issue using spells
Webbing ranged units is far from stupid, prevents them from kiting all over the map. When I have a pure ranged army with lower defense, web can ruin my day. Problem is the AI doesn't understand this, that spider is probably seeing the archer as the weakest unit and so it's directing its attacks at it, doesn't matter which attacks and doesn't matter if it can reach that unit or not. Compounding the problem is the fact that the spider will not move at all while using web and beg
Clear lairs near your border, and drop outposts after razing enemy cities.
As far as I can tell there is absolutely no way to tell your city has been hit with a debuff other than to go into each attribute and check the details. IE if the AI casts Antipathy on your city you need to open the city window, hover over unrest, find a line that says "Antipathy 10%" and then remember that Antipathy is a city debuff spell. There used to be something more obvious in the city details windows, I don't know when it was removed, I'm assuming this was a bug. In eit
The warrior has reap I-III, for +1/2/3 health gained on hit, except the later tiers of the skill overwrite the previous tiers, meaning only 3 health stolen per hit with Reap III. Even when it's fixed, 6 health gained per hit is terrible, should probably be double that, or even better 50% of damage done healed back, which still wouldn't be that useful unless it can be made to work with weapon skills.
If anything it would be AI difficulty reducing monster attacks on AIs, not world difficulty, which I'm certain is not the case at least up to hard. Like I said, challenging AI with dense monsters and hard world difficulty means crippled AIs usually. Nothing like that is in the XML though, that I can find. Insane AIs have double health and tons of money so can steamroll through monsters on any world difficulty.
I think all the racial units should have end-game upgrades, and possibly early game versions added. Like how Resoln has 3 different spiders, one it starts with, one you get sort of mid game, and one that comes later (though their later version probably needs a big buff). I always play these games for the long haul and these racial units currently do nothing for late game diversity. Every faction, every game, it's just mounted companies in champion armor, with one of only a few weapon opti
I usually love playing with lots of powerful monsters on the map, the more I have to work to clear out a place for my civilization to thrive the better. Unfortunately the AI can't handle it without increasing their power to something I'm not comfortable with. I like to play on challenging AI levels, if I set monster levels to dense and hard+ then the AI gets completely crippled by the monsters. They have issues expanding, they lose cities, they lose all their armies constantly, it'
I've noticed units moving on roads appear to sometimes "cut corners" like that when you watch them move, I had this one road that made a random V on an otherwise straight path and they'd (caravans, units) always cut across it while I watched them move instead of following the road. If I moved my camera elsewhere and watched the minimap dots I'd see them correctly following the road.