[quote who="Trojasmic" reply="2" id="3296203"]As you were! Nothing to see here.[/quote] It's not often that I disagree with Trojasmic, but this time I do. Reducing the move by one is pathetically pointless, especially now that a ton of monsters have been given ridiculously large moves per turn. Hobble should either reduce the move to one, or do so for the duration of the combat.
Tuidjy
Die? You mean that henchmen cannot? I play Ironman, and I pick my fights very carefully, I do not think I have ever had a henchman or a scion go down. (I've used them in only three games) As for equipment, that is true, but the way shieldwall, trainer and tactician stack, and the way the lightning hammers go up with levels, you do not need equipment on henchmen/scions. In the game in which I tested out the quest loop, my henchstack could (and did) kill three stac
He probably had Yithril scions. If you can get the influence, scions are no worse than henchmen. That's how I actually came to think of the quest loop. Karavox had Lord Relias running a quest map store in the Altar reservation and was pumping scions from a level 4 fortress. When I saw how powerful it was, I just decided to try it with Altar in the first place, and... we all know the results, I guess.
[quote who="paladinjb" reply="32" id="3295643"] right now it seems that the most commonly used melee weapons are swords/daggers followed by spears and then axes and hammers really not being used as much.[/quote] I do not think I have built a single sword using unit since Beta 3. I'm sure I have not built one since release. While one may argue (incorrectly) that swords are the best all-purpose weapons, spears and hammers are specialist weapons which are much more effect
Bards and Shieldmen are henchmen. If you want to roll your own, select any of the existing henchmen, for example bard, edit his traits and equipment, and save the design under a new name, for example 'Trainer' or 'Defender'. You will have to remove the existing traits and equipment before you can add new ones, of course.
[quote who="UncleJJ44" reply="3" id="3294039"]With careful design it is not too hard to get a basic unit with 20 dodge or even 40 if you really try (kite shield, monks robe, warg, [/quote] You're way too conservative. I've had trained units with dodge in the 70s, and that's before they fortify. A lucky wraith on a warg, with a kite shield, cloak of shadows, monk's robe, and the "Lithe", "Balanced" and "Acrobat" traits will be reaching for 100 once it gets
[quote]They draw from the ArmyXP pool instead, competing with other trained units for XP.[/quote] No, there's no sharing army experience in this game. Add as many henchmen to your party, they all get the same experience as if there was just one non-hero unit. Experience calculations are addressed in the second paragraph of this post . [quote]And it occurred to me I really have no idea what lim
There's no reason to build infantry. The reason for this unrealistic state of affairs is simple - the game assumes that every horse coming out of a stable is a warhorse, which is ridiculous, and that maintaining a cavalry horse it is about as cheap as maintaining a pair of boots. If I were trying to fix this, I would have three different types of horses: 1. Untrained horse -2 initiative, + 1 move, -25% to dodge, +10 to carried weight Fresh from the stable, requires
[quote who="jutetrea" reply="7" id="3294490"]The +1 per level stuff is always kind of meh to me, how many champs usually get over lvl 10, how many over lvl 15 [/quote] Depends on how you play. I can't remember the last time my sovereign did not get to above level 20, and I often have level 30+ heroes.
Yeah, this has to be a mistake. Stardock better patch it... I meant to start a play-through to highlight how utterly broken the quest loop STILL remains, but with cost zero, even a blind person can see it.
[quote who="dcalyn" reply="9" id="3294195"]Unfortunatly, It will not let me build anything[/quote] If you cannot start any building, as opposed to every building taking ages, you have a different problem. Either your city is surrounded by mountains and swamplands, in which case you need to terraform around it, or it's too close to a different city, and then all you can do is raze it (Except in a few, very select cases, that are rare and hard to explain)
Yes, there's no cost for the roads. You have to click [Build road] on two adjacent tiles, which means that you have to move the governor tile by tile.
[quote who="Bellack" reply="13" id="3293748"]If they thought it was going to enhance the fun Factor by making Diploymancy they way it is then they were sadly mistaken.[/quote] I find it unlikely. Research bonuses are present, and can be set per difficulty setting. What we have here is an exponential positive feedback loop. No one designs such things in, except for nuke manufacturers. This is just a bug, or at best, unintended consequences. I ca
[quote who="gstorrow" reply="76" id="3293538"]How would I make a governor champion. All the champions are lvl 5 or higher apart from the sovereign and your first one. What level do you get to choose game/defender/governor/etc ? Apart from 4. Surely at that higher level you wouldn't want to be keeping him as a governor. [/quote] Personally, unless my starting champion is one of the really good fighters (Nochd) or fire casters (Ralle) he becomes a governor. The +2 growth is this goo
[quote who="parrottmath" reply="9" id="3293452"]I think that when trading research the other player should not gain any tradable research.[/quote] There are many ways to fix this situation. Yours works logically, but I think that trade points are only generated when a topic is completed. For them to use that fix, they'd have to change a lot of the mechanics. The only person who can find the most effective approach is one who can look at the actual code. I'm
If my guess is correct, 11 AIs trading amongst themselves will quickly result in exponential research advances. This matches what you are seeing. Fortunately, they lack the materials to transform the research into a strong military, and the production to transform it into infrastructure. This exponential (but unrealized) research would also explain why AIs shoot up in power so quickly, and why they have such an inflated sense of their ability to stomp the player.
6 initiative for 250 mana is extremely powerful. If it was 500 to cast, and 5 maintenance, I would still cast it.
As far as I am concerned, the AI research trade points are buggy. I know for a fact that even with three AIs in the game, the trade points exceed 10% of the research, sometimes by about 5-6 times. I have also noticed that the more numerous the AIs, the more the trade points exceed expectations. Given that everyone who has reported trade points in the hundreds has been playing with 10+ races, if I had to guess, I'd say that AIs do not lose their trade points when th
CivIV is the best late game AI I've seen as well, but it came nowhere close to holding its own in mid game, let alone late game. At the highest difficulty, its military could be problem, but only because there is no room for smarts between two stacks of doom. AI is nowhere near as good as a human being at complex situations, and there's no reason to believe that this will change any time soon. There has been no revolutionary progress in AI in the last 20-30 years.&
1. Build outposts nearby, and then upgrade them to consulates. 2. Hire a governor champion, or make a lower champion into one, and move him in the city. 3. Kill wildland bosses, and stick the trophies into the city. 4. Complete the "Theater of the Wind" quest, and build the theater in the city. This post has a picture attached, and one of the fortresses in the picture has a really stacked gro
Ten or more years ago, Age of Wonders had [Build Merchandise] as a production choice. As I recall, it worked quite nicely for making a city idle for a few turns, and to mark it non-idle.
[quote who="stax77" reply="9" id="3293024"]Actually, Tuidjy has said that monsters never had triple hp, and since I was not there then I will bow to his knowledge. In this case, he is incorrect. I am 98% positive that monsters did have triple HP. [/quote] Yes, I was mistaken. I just went to some of my old play-thoughts, and saw that ever since insane came around, monsters had triple hit points. There was a time when x2 was the biggest bonus (May), and that's
Insane's HP changes actually make the game harder than it used to be... but there's other changes that have reduced the overall difficulty. Monsters always had double hps, it's AI unts that had tripple hit points. Nowadays, monsters have double hps, and AI units get extra traits. For example, all AI heroes will get a trait that gives them 3 hit points per level, so that they will get ( 2 (standard) + 3 (trait)) x 2 (insane) for a total of ten hit po
[quote who="Kongdej" reply="18" id="3292224"] > 2. There have to be three non-city tiles between the tile where you start constructing a new building, and the nearest city tile. > > And these the only rules. So you can really abuse them, and end with cities touching each other. looks at rule, looks at picture.... waaait a minute... ~ Kongdej[/quote] Yes, when it comes to finding loopholes, you can do worse than ask me to do it... In th
[quote who="bladewinddraconus" reply="16" id="3292079"]Can anyone confirm the minimum distance you need between cities?[/quote] 1. Depending on the map there have to be N tiles between cities' original tiles. (N = 6 for large maps) 2. There have to be three non-city tiles between the tile where you start constructing a new building, and the nearest city tile. And these the only rules. So you can really abuse them, and end with cities touching each other