StevenRLynchAbundanceThatIAM

StevenRLynchAbundanceThatIAM

Joined Member # 4149234
324 Posts 3,920 Replies 27,720 Reputation

You could make it so if there are too many units in a city, any remaining defenders have to be defeated by attacking the city a second time. So if you win the first battle, any units defeated (including city militia) would not appear in the second battle. If you lose the first battle, or don't attack the city a second time after the first, the militia would be back. Or simply make a huge city map with 30 positions on it, that should be enough. ;-) =)

5 Replies 5,342 Views

[quote who="ambidexter235" reply="2" id="3260531"]I'd split the ability into three. There would be a trait that gets no movement penalty in forests, a cheaper one for swamps, a third cheap one for hills, and a double cost ability for being ignored by monsters. Being able to pass rivers seem especially peculiar - some units end their turn, others ignore the water? yikes. [/quote] So Forest Scouts (2), Swamp Scouts (1), Hill Scouts (1), Stealth (2)? Then th

20 Replies 11,099 Views

Well, it has been documented before that Shieldwall, for example, can be gained twice with double the normal bonus when a Henchman has started with it and they have Path of the Defender, so I hope they fix it with all occurrences. It may even occur when you start a Henchman or Champion with Strength that they can get it again. Certainly the case with enemy Sovs.

3 Replies 1,586 Views

I'm sure it uses at least two movement, as with Master Scouts I can attack the lair but it uses 2 movement and I am not able to pick up the treasure on the same turn. This has been happening for as long as I can remember, even way back in the early betas. Question to devs: is this intended, or is this a bug? I'm thinking it is probably a bug.

6 Replies 1,871 Views

I found that even though the starting screen didn't show the customised biography, when you look at the Sov is does show the customised bio. So that might be a place to look for other folks, at least we can narrow down the problem of when the customised bios don't "stick".

5 Replies 3,437 Views

It appears that if you have one of the spells that gives a champion a particular spell (like Heal or Fireball) if you get the normal requirement (say Life 2 for Heal) the spell disappears from your enchantment list but is unable to be cast on any other champion.

157 Replies 111,566 Views

My guess is that you had Impulsive, which gives you a huge boost so you start first, but often other units get two (or maybe more) before you get your next move because your initiative has dropped off since your first move.

16 Replies 25,891 Views

Yeah, Frogboy said the AI generally avoids quests on lower difficulties and when it does do a quest, it rolls combat rating against quest difficulty to determine if the AI wins or not. Oh well, I guess the calculations used for this could use a little tweaking, but we would never have noticed this if the AI didn't win any of the big quests before Season 50. =)

34 Replies 55,238 Views

Frogboy said the AI generally avoids quests on lower difficulties and when it does do a quest, it rolls combat rating against quest difficulty to determine if the AI wins or not. Oh well, I guess the calculations used for this could use a little tweaking, but we would never have noticed this if the AI didn't win any of the big quests before Season 50. [e digicons]:)[/e]

38 Replies 151,732 Views

So it would be a good idea to train them with default equipment that's pretty good, and don't give them the really good custom stuff until they've got 50 or 70HP or more. I think when they die you lose all their equipment, so you'll have to be a lot more careful with them. And you'll definitely need to give them some good starting equipment and lots of bonuses from a high essence city (especially HP, defense). [e digicons]:D[/e] It'll be good when th

5 Replies 9,518 Views