Sanati

Sanati

Joined Member # 4128257
40 Posts 526 Replies 9,890 Reputation

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

20 Replies 90,203 Views

[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

132 Replies 431,732 Views

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).

20 Replies 90,203 Views

[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

132 Replies 431,732 Views

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.

11 Replies 8,015 Views

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

46 Replies 51,011 Views

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

4 Replies 4,904 Views

[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

6 Replies 16,273 Views

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.

65 Replies 78,970 Views

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.

9 Replies 22,491 Views

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.

4 Replies 4,769 Views

[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

132 Replies 431,732 Views

[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

27 Replies 82,811 Views

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.

13 Replies 24,177 Views

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.

15 Replies 10,981 Views

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.

5 Replies 10,719 Views

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

20 Replies 90,203 Views

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.

1 Replies 8,146 Views

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.

2 Replies 4,026 Views