[quote quoting="post"] Killing dragons: +1 Essence for every tile in about a 2 tile radius (may be off on that). Got a town up to 5(!) Essence this way (3 base. Killed dragon. Built Scrying Pool). [/quote] Are you sure it was from killing the dragon? You can get a 5 essence city without that: 3 base, 1 from scrying pool, 1 from conclave level-up bonus.
stax77
[quote who="bladewinddraconus" reply="12" id="3292773"] As for Tactician I... if you pick it up as a Sovereign trait, you don't need path of the warrior to learn II & III. So I usually pick that up and then go PotA/PotD.[/quote] Same with discipline, and it gets more powerful with every level.
[quote who="Mystikmind" reply="13" id="3292646"] Quoting stax77, reply 12 Now, what would happen if we made the combatants trade blow for blow like you suggest we should? That is not what i am suggesting at all, otherwise your argument is pretty solid for that example. But you will have to admit that at other times in the game, the mechanism you defend does get 'stretched' way beyond what is even remotely plausible.... such as ha
I like to play gilden. They are very 'vanilla' like. The special abilities revolve around having high armor and lots of hitpoints, which is easier to grasp for a new player, imho.
[quote who="SOLOSOL" reply="3" id="3292338"] The same with the high level traits (acrobat, graceful)...I've seen from level 16 and above. As they are so random, to make a guide can be hopeless. [/quote] Some traits have known prerequisites. For example the acrobat you mention has dodge 3 as prerequisite(that means getting dodge 1, then 2 and 3, then you can get acrobat). It still is random, but the prerequisite has to be met before you even get a chance
[edit] double post
[quote who="jeroenviss" reply="8" id="3292225"]Yes, please change this. It is especially annoying if you're inside a city: you have absolutely no clue where your army will end up, except that it's somewhere next to the army you were fighting...[/quote] Don't attack from inside a city. Instead first move the army you wish to attack with out of the city and next to the enemy you want to attack. This does not cost any movement points(as long as the tile you are mov
[quote who="Mystikmind" reply="10" id="3292213"] Your argument is a two edged sword because it is also stupid and unrealistic to expect the giant to stand there motionless waiting for the pixies to kill it - this is more often what you see in FE combat.[/quote] If the combat was happening in real-time then both combatants would move at the same time, but the pixie would stab with his dagger three times in three seconds, while the giant would bash his club once in the same three s
[quote quoting="post"] 1. You only have permanent visibility into the topography of a map when you or your armies / trading partners / pioneers travel. [/quote] I am not sure what you mean, because what i quoted above is how the visibility currently works. At first you know nothing about an area, moving an unit there reveals both terrain and enemy units, and when you move away only the terrain remains visible, not units.
[quote who="Mystikmind" reply="8" id="3292168"] As reasonable as that sounds, it is in my opinion a huge backward step in the struggle to make turn based combat more realistic.[/quote] The faster an unit is, the more often it gets to attack. Thats much more realistic than both units simply trading blow for blow no matter how fast or how big they are, IMHO. I mean, imagine a huge lumbering giant wielding a half-ton club fighting a dagger-wielding pixie that's quick as a flash.
[quote who="joasoze" reply="6" id="3291423"]bonus when idle = low creativity at Stardock. [/quote] Not really. Games of this ilk (civilization, AoW, MoM) usually have this, it's just called differently, like 'build housing' or 'produce merchandise'. The principle is the same, the city's production goes into producing a resource instead of unit or building. It's just not called 'idle.' [quote who="dihir" reply="9" id="3291524"]When my cities
The growth really is a non-issue for me most of the time, since the cities reach food cap alot faster than i am able to research/build more food-producing facilities, so more often than not the cities are sitting at max population waiting for the tech to catch up. Only exception is when i found a new city when the research is all done already, which usually means mid to late game and the victor is more or less decided already.
I like to play the game with world difficulty set to insane, monster lairs set to dense, and game speed set to epic(slow research/build). One of the side effects is that i do not have many cities simply because i have to wrestle those good spots from insane monster armies. The sovereign at start can barely handle mites(i play stock gilden, not custom) and only a few squares into the wild the world is populated by scary 120-hitpoint black widows , then 800-hitpoints troll-warrior armie
That's strange. I don't remember ever having an unit removed from queue other than manually removing it myself. I could swear that if i research an improved version of gear while an unit is building, it simply completes using the old equipment, and only units that i put into the queue after research completes get the new equipment. I'll pay close attention next time i run into this situation.
[quote who="Mystikmind" reply="6" id="3290821"]Yea, i wondered why enemy gets less moves as i get more advanced? Initiative definitely need to be fixed by reigning in those extreme turn outcomes![/quote] There is nothing to fix. The more initiative you have, and the less initiative the enemy has, the more often you get to move than them(and vice versa). That's what initiative is supposed to do. If your unit has 2 times higher initiative than the enemy, then you will move 2 ti
Two possibilities i am aware of: 1, there is a random event "the spider queen"(introduced through a full-screen picture like the one you see when entering wildlands for the first time) that populates the world with tons of spiders. There also is a new lair containing the spider queen herself placed in the world. 2, there is a regular quest where you find a cave blocked by a boulder, when you decide to remove the boulder and go inside you are informed that 'millions of spid
[quote who="mypony89" reply="2" id="3289836"]Agreed. Not sure why they don't. I can understand them not having access to every magic trait or class but give "MAGES" some MAGIC.[/quote] They use magic staves to conjure bolts of fire from thin air to throw at enemy troops. Sounds magical allright. @OP: They are just a basic ranged unit that uses elemental attack instead of physical projectiles. They should not have bows but staves. If the default mages really wie
[quote quoting="post"]edit: two more thing; it's not possible to disallow conquest victory. Or at least i couldn't turn ti off when I tried, i'd like to be able to turn off conquest victory and play a game with 0 opponents. This makes it more of a time challenge/questing thing; it's preferable to setting up one weak ai or crippling the ai and hoping they don't accidentally die. Also i didn't see an option to keep playing after tyou'
Do you have any champions capable of casting death spells? The cooldown is applied to individual casters, not globally. If you have three champions capable of casting a spell, then you can cast it 3 times in a row regardless of cooldown(but then all three will have to wait out the cooldown before you can cast it again)
[quote quoting="post"]The AI basically trades for enough tech points to learn a tech, then gains that tech and the some tech points , then trades those points away to gain more tech... and around and around without barely having any research.[/quote] That's a good point. If it's true then two cooperating players can basically unlock a whole research tree instantly: 1, player A researches a tech and gains
[quote who="HaaS76" reply="81" id="3289038"] 7 mana for a lvl 21 Great Wolf (probably around lvl 15 if the sov is 21 so it is 5) howling for +21 attack for the whole army is just nothing in my opininon.[/quote] On a related note - the great wolf is a prime candidate for a nerf. It makes no sense that a powerful archmage spellcaster who wants to buff his army cannot possibly match a simple howl by a wolf [e digicons]:rolleyes:[/e] The howl should only buff
Or make the mercenaries free. As far as i know, it's the only troop generated by resource that requires upkeep. Wildlings are free, ogres too, heck even a dragon is free once you get it from the camp. And the same goes for the 'letter of marque'. It's a quest reward that really is a "white elephant" gift. Use it in the early game and you'll be ruined in no time.
You can demolish the camp if you did not build on it yet. Nowadays i'm doing just that.
Fun thing to do: Make a sovereign: tarth race, tactician, air magic, dragonfly bracers. Start an insane difficulty world game(to make monsters have triple normal HP). Get him a dagger for weapon. Then find some mites, attack them solo and haste yourself at the start of the fight. Despite the monsters having insane HP, you will wipe the floor with them due to making three attacks(four with counterattack) for every one of theirs(well, nearly) :)
[quote who="rlane48" reply="17" id="3287626"] Quoting Mmrnmhrm, reply 5 But saying it's ruining Stardock's credibility or that FE is stumbling on it sounds like something out of Star Trek conventions... I disagree. I feel the same as the OP -- this is a bug that has long-since been identified and needs to be fixed. The AI getting 110 turns of free production is the kind of thing that should be addressed promptly .[/quote]