There's nothing wrong with the strategies I posted. Single city challenges are fun and surprisingly effective with the way resource nodes can all feed into a single mega city.You'll still want or benefit from multiple armies to protect all your outposts though. If you are sacrificing nodes and units for mana, that's the point of those abilities, there's nothing to be "fixed." If you are talking about an exploit in an ability or something then it hurts the game by not b
Sanati
[quote who="Schweiz" reply="69" id="3338093"]It ultimately comes down to the individuals goals, if they just want to finish a game coming out on top then why not save/load. It's stress free. Still... Over time people seem to have forgotten that losing is fun. Nothing is more exciting that seeing it all go down in flames!)[/quote] I don't find winning or losing fun in these games. I don't want to rush a victory and get top points or watch all my hard work suddenly disappear
300 mana per turn isn't that much even for one city. There's nothing OP about dropping a ton of arcane outposts around a huge dense magic map and feeding all the shard mana to a 6 essence conclave set up for mana production. Or using the magnar Fleshbound Tomb abilities to generate mana (unless he found an exploit there).
[quote who="willie sanderson" reply="30" id="3337782"]Remember a cheater will never admit they cheat. [/quote] I cheat all the time, in many different single player games. I break the game rules to make them more enjoyable to me. I add challenge in other areas. I mod the crap out of anything I play eventually. I honestly don't care what you think of me or about cheating. Changing auto-save to every turn in the menu and reloading when your game gets ruined by the RNG is not cheatin
Oh it's not pointless. Successful trips by the caravan upgrade the trade route, every milestone adding +1% gilder to it up to 15% I believe (starts at 10%). So it would certainly be helpful if it worked as described, caravans to most AIs on a huge map tend to never complete a single trip due to all the monsters along the way. It would also save the headache of getting those annoying caravan destroyed pup-up windows every couple turns.
In theory since every hero reduces unrest by 5% while in a town, you could raise taxes to counter their upkeep costs. Especially if you cast the +25 exp spell on them a few times and give them some early commander traits. Late game most of my exp comes from that spell and it gets to a point where it's more worthwhile having a lower level hero gain 10 levels than a higher level hero gain just 1. Having multiple armies is a must at that point as well. The problem is you get all thes
I had this happen with a custom commander sov so it's not specific to Donya or her class. I also don't think I had used the ability twice in that battle, I think her first turn I had her attack to finish off a 1hp unit with her bow, second turn she used command on a troop and instead she went again, and again, and again, she ended up finishing off all the enemies herself with her weak ass bow. Was probably more than 5 attacks. I had been awake for 27 hours at that point though and my
[quote who="NanakoAC" reply="1" id="3337708"] the point of it is to make troops worthwhile. if there was nothing to discourage multiple heroes, then you'd just run around with a group of 7 heroes conquering empires easily.[/quote] Ironically at no point since WoM has a group of heroes been more powerful than a group of decent trained troops. Even now with a cap of x6 instead of x9, well equipped trained troops always outshine heroes in terms of damage and survivability. A lo
Pioneers cost 30 pop, he likely meant he'd pay 60 pop for a mounted version.
Because changing a slider in the options menu is totally cheating. In a non-competitive single-player 4x. The SC2 ladder forums are that way. ->
Cast times are totally an option in FE. People keep mentioning that like FE has no concept of it, but there are one or more mods that add strategic spells with cast times already.
Trained troops do not split or share exp. Other than that I agree with everything you just said, though I'd lean less on the side of nerfing things like +1 dodge per level and lightning hammers, and more on the side of buffing everything else and making the AI more aware of those unit strategies.
Probably a combination of the above and the issue with the AI ignoring many if not most goodie huts and undefended lairs. Was supposed to be fixed in a patch a while back but I haven't seen any improvement.
Possibly the same issue (AI ignoring tactical skill/spell rules), I had an enemy hero stack slow on one of my units today. He cast it two turns in a row and they both stuck, my unit lost 4 and 4 init (-8). It's not supposed to stack, if I try I get an error saying the unit is already affected.
[quote who="willie sanderson" reply="11" id="3337623"] These aren't your common black bear in these FANTASY games. So, anything is possible in the fantasy world that's why they call it fantasy. If you don't defend your cities you don't deserve to keep them. Plus, the reason many whine about it is because it makes it much harder to RUSH out and CITY SPAM which is what they are wanting to do in the first place. lol If you lose a huge city build to animals/monsters you have
[quote who="Ronin313" reply="19" id="3336297"] Where are the good spears?[/quote] IIRC there's a spear called "Champion Spear" that has decent base damage and adds another +2 damage per level. Best weapon in the game, that I've seen, assuming it hasn't been nerfed/removed in LH. It's not that the weapon variety doesn't exist, it's just that the game wants to keep dropping the same few items over and over all game every game. There's a very larg
Caravans still being destroyed constantly with this faction trait.
I'm guessing AI's can bribe other AIs that are "close" to you to declare war as well. Needs to be changed IMO, getting a good standing with an AI doesn't really mean anything currently because they will declare war on you at random, which I'm assuming is due to those "bribes." Anyway, good to see this bug finally being fixed, has made NAPs pointless for quite a while.
I'm playing 0.51, so it wasn't fixed.
Bears wipe out entire cities all the time. ... Oh wait, no they don't. They eat some garbage then get chased out by a few people banging on frying pans and yelling loudly.
Yup. The relationship status is basically still not doing anything. AI's just randomly declare war all game long, even at green face with all the treaties, often asking for peace a dozen or two turns later after never sending a unit at you, because they are on the other side of the map and have no way of even getting to you.
I agree the mage doesn't handle all the spellcasting options on it's own very well. They could make it so the mage class handles fire, ice and death spells, then make an earth, air and life "druid" class. Even split the summoner into it's own class. You'd have 3 physical classes, 3 magic classes, and commanders, maybe even throw in a bard. I'd pay money for all that.
You really need multiple armies capable of handling any threat in this game. Eventually you are going to be at war on multiple fronts, with armies coming at you from multiple directions and monsters wandering in from "friendly" territory. In FE you could have your super stack with 10 move run around wiping out all the enemies on one front in a single turn then teleport to the other side of your territory to do the same, but now with combat zeroing movement you can only reliably take out one e
Bug(s). You can do similar things with normal buildings at certain city levels (2+ I believe), raze and rebuild to create really long chains, the base of the building stays after razing for some reason.
He's on explore. It's a toggle and doesn't shut off when you give another command, there's also no indication it's on. Just hit the explore button again and he should stop doing that.