It makes sense for melee units because the enemy unit gets "distracted" by all the other adjacent troops, it's not really working for ranged troops. They have another inherent bonus in that they can attack from a large distance, I don't think they need swarm.
phazonfreak
I really don't understand the current idea in gaming that skill trees always have to have active abilities that are shiny and awesome and that they should get rid of passive "filler" options. Passive traits are a reward in themselves due to the way you outfit and play your heroes, they can be as powerful as - sometimes even more powerful than - active traits. If you removed all the "filler" options you get heroes glutted with active abilites of which you will only use one or two. Consider
you can dismiss heroes the same way as any other troops you've trained. Click on the portrait of the hero, click on the two litte arrows in the action list reading "More Actions", click "Disband". You can also disband single troops and heroes when you open up the "Economy" tab in your Ledger when you click the "Govern" button to see an overview of all your troops. And I agree with parrottmath that a 1 gildar upkeep cost for heroes is very reasonable, I myself would expect my sover
[quote who="stardock334" reply="23" id="3365415"]And I've never understood why the more ennemies are on the maps, the deadliest it is. What is this logic ?.[/quote] It's basically the spell equivalent to the Overpower trait of some high tier melee monsters or the Decimate trait of the warrior specialization. It's not really working the way you describe it, rather the damage to a unit is multiplied by the amount of figures this unit has (Party, Group, Squad, Company), so yo
I just checked it with a costum race I created, amarian blood units still have the soul spark ability so it must be something in your game. Are you sure your ruler has the pariden faction or - if it is a custom faction - the amarian blood? Could it be that you deleted an old custom faction and created a new one with the same name? Have you modded the game in any way?
1) Essence tile yields are generally lower because it fits the lore of the game - it's supposed to be rare - and because of the direct correlation to city spell slots. Even just having one essence makes a big difference, 5 essence is very strong and therefore only feasible in specific regions like wildlands that you have to conquer. 2) I personally like it. Combat is designed around moderate tactics and quick results, hence units starting so close to each other, but melee units al
some additions and corrections: 2) as merlinme said, some buildings can only be built in certain city types, you can always see the required city type for a building in the research tree when you hover over the building icon, "Base Town", "Base Fortress", "Base Conclave". If there is no specific mention of a city type, you can build it everywhere. Specifically about the Temple of Essence: It is not restricted to a Conclave, you can build it everywhere if your city has at least
I have a strong inkling that you are looking for the skill in the quick bar and not in the skills list. The game automatically puts items, spells and skills in the quick bar until it is full. Click the "Skills" or the "Spells" button next to the bar and look for the skill there. You can also assign a new quick button to the skill to put it in the quick bar.
Morian's heart should've been fixed with one of the earlier patches, apparently it's still bugging out and needs to be fixed. If you have screenshots you can post a bug thread in the LH Support forum. The ability to train henchmen is part of the Altarian bloodline together with 10% more experience and the rush ability, so if you want a custom faction to get this ability you have to give them altarian blood in the faction creator.
The reasoning behind that is because of balancing. Neutral monsters are your early game enemies that you have to fight in order to epxand your empire, they are also gone forever once they are killed off, hence they provide for a major xp boost to lvl your heroes and to give them much needed items. Enemy faction troops become your regular enemies from mid- to endgame and the key difference compared to neutral monsters is that they "spawn" infinitely because they are trained in cities and the l
it doesnt mean anything. Instead it means a lot whether you surround your enemies and utilize the +1 Attack and +5 Accuracy bonus for every adjacent friendly unit around the enemy.
While I agree that they might need a little more oomph (oomph meaning something like more attack and hitpoints), I don't think that they are completely useless. Depending on the amount and type of shards in your area they can be quite helpful at the very start of the game.
I can confirm this, I also got Knights of Asok that still cost wages. On a further note, it would also be greatly appreciated if you could remove the wages on Bandits and Mercenaries. As of now they are pretty useless and would retain some usefulness early game if they didn't cost upkeep.
I assume it will be unlocked with or very close to the "Sorcery" tech together with the contrasting spell "Bloom of Twilight". And I agree, it is a welcome addition.
I don't really know since I don't have a complete overview of all the possible combinations, but I think most of the former spellbook combinations are now part of the mage path and magic research tree.
Don't know of any updated spellbook you can look into, sorry. Like with all manuals like the Hiergamenon the infos to game concepts and values of things have not been updated as of late. You get Horrific Wail as a trait unlock in the mage tree when you play an empire, not anymore as a death and water combo. Its the Greater Necromancy trait that also unlocks the Skeletal Horde spell.
You kill stuff and solve quests, you get xp. You get more xp for monsters that you kill than units of other factions. You get more xp for stronger monsters and bigger groups. You get less xp the highter the level you are. You split xp between heroes that are in one army stack.
The Slave Lord trait only provides you with the extra population when you defeat men or fallen and when you raze cities. Training slaves is not part of that trait, it's part of the Quendar bloodline.
[quote who="ioticus" reply="61" id="3363548"] I hope they continue to improve the AI. Too often, I see the AI sitting on its ass and not making use of its tactical and strategic spells. Fix this please![/quote] only a couple of versions ago during Beta the enemy factions suddenly started to use strategic spells at all, so that was already a major step concerning AI behaviour and challenge.
To be perfectly honest, the scenarios (especially the LH one) are not much more than a glorified tutorial and nothing to write home about. The meat of the game is the sandbox mode and it is not worth it to pay money for the scenarios.
In addition, you can also see the main focus of their gameplay plus their general character via the Foreign Relations tab, whether they are war hungry or economic settlers.
If you pre-ordered or bought E:WoM before November of 2010 you are eligible for a free copy of LH. If you can't find it in your Stardock account, you should write an email to their support.
It's already in the patchnotes: [quote quoting="post"]Fixed an issue keeping resoln shard shrines (or any faction with the binding trait) from shpowing up in the tech tree[/quote]
there is also the lvl 5 fortress specialization called "Onyx Throne" that will decrease the faction wide unrest by 30. So one lvl 5 fortress can counteract the unrest penalty of 10 cities. I really like this mechanic because it makes city specialization and city growth much more important.