I disagree with pretty much everything in the original post. My units do not have the same traits, strength is present in only one of my three main lines of units, having fewer unit traits is really bad, etc, etc, etc... The only thing I agree with is that we need a lot more racial traits. Hell, take the amount of 'normal traits', add the same number of research-unlockable traits, and to that add the same amount of racial traits for each race... as long as we are w
Tuidjy
If you place a guardian statue in the production queue, 10 crystals are deducted from your stores. When you cancel the construction, the crystal is not refunded. I hope this is not deliberate.
Added "Snaking" to the concepts. Reflected the developers moving "Arcane Outpost" from "enchanters" to "The Decalon".
The +3 mana per kill perk is quite nice. Unfortunately, it's hardly worth the health penalty. I do not how hard it would be to change it, but if both the +3 hp and the + 3 mana perks were made 'per individual killed' as opposed to 'per unit killed', I think they would be useful the whole game long. The +3 initiative, 0 hps on level up perk should be fixed, period. It's ridiculous. Now, a +3 initiative, +1 initiative per level perk would be i
[quote who="MachoM" reply="17" id="3274356"]I'd like you to give some explanation on this if possible. While my uber build matches yours in a way, some parts really differ.[/quote] I think the main reason my build differs from yours is that mine is a safe bet, meant to work even when the RNG hates me. Yours will sometimes, even often, work better, but will be severely hurt by a bad roll of the dice in the beginning. As you may guess, I do not reload, and I do not rerol
One change I'd like to see is more lower level champions that one can find. It seems that I never see level 1s that are no seeding with the sovereigns, and level 3s are few and far between. Sure there's a ton of level 7/9s, but these are with one exception too expensive to bother with. The exception if Tanatha, or Tanalia, or whatever the name of the Death III mage with the best bow and 25% criticals is. That one is a game changer.
I have not played with binding since release, but before that, it was crow demons that were head and shoulders above anyone else. I do not know whether they got hit with the nerf stick when the lightning pike got the treatment. If they have not, they are awesome and remain so until the end of the game.
[quote who="Schweiz" reply="11" id="3273812"]I prefer water to earth. [/quote] So do I. So does probably every good player, because "Inspiration" makes or breaks the early game on Expert+. So I always have Water on every custom sovereign. Which is yet another thing that makes Nochd better. He compliments my sovereign, as opposed to bringing something that everyone who wants to be competitive on high difficulty settings has anyway. That said, I like th
It's not that you are fast, it's your PC that's slow. It works on my XP laptop when it's on battery, but not when it's plugged in, and never on my Win7 desktop.
[quote who="AlLanMandragoran" reply="192" id="3273264"]The combination seemed to work well.[/quote] It definitely does not work perfectly on ridiculous. It works some of the time, even most of the time, but not perfectly. It's also very funny when it works, and when you see the Drake's army walk AROUND any AI troops/improvements/cities in order to chase your troop. The monsters will go around a 5x1 AI city when the mounted scout is 2 tiles away. I.e they will
[quote who="parrottmath" reply="51" id="3273245"]I agree with Tuidjy that there needs to be appropriate ways to balance the problem. I do not agree with not stopping an exploit to get an advantage.[/quote] I did not call this an exploit. I called it a strategy, a synergy, a good player, whatever! [quote who="parrottmath" reply="51" id="3273245"]F your goal with them is to be scary and the player has to deal with them at some point do not let them leave their lairs (even
Trying to have Kallus, Nochd, and Tanalia nerfed, are you?
[quote]Now, if SNAKING were possible, this wouldn't be a problem at all as you can just EXTEND you city and build a lumbermill in a different location[/quote] Actually, you can. Your city had a forest nearby on turn one, I assume, which means that you can build a logging camp on any forest tile you reach by snaking. But yes, it is a real PITA.
Harmonius needs to learn the lesson I learned. Do not show the developers how you wipe the floor with AI, because, instead of fixing bugs and adding content, they will focus on nerfing stuff. For example, I once posted a long, meticulous post about upgrades. I pointed out interface problems, bugs, and a balance issue. It was ignored. Then someone took just the balance issue, and showed how one could upgrade for cheap. The developers swooped on the
Yes, the monsters still salt the earth (retarded) Yes, ruins would be great, with even some spawn from the monster that razed the city, and some loot (from the city)
This is a very good suggestion. Yes, it would balancing, but anything that prevents losing a city to something which is no different from a random event is a good thing in my book. Of course, this is far from the first time this suggestion has been made.
[quote who="Rath3130" reply="68" id="3272914"]Heavenfall, reading that gave me a mental image that possibly just made my entire day. I want to see a halfspider unit wearing boots. Not just one pair, but I want all the legs wearing boots.[/quote] Four different pairs of boots, too! (Or maybe only three. Do half-spiders have 6 legs or 8, if you do not count the arms as legs)
I no longer play Fallen Enchantress much, but yesterday, my wife gave it a try again. She gave up, rather upset, with the words "The game should not be won or lost depending on whether you can prevent the computer from waking up monsters you cannot deal with". From what I understand, she could not prevent the AI from waking up a Drake's army, which completely disregarded the AI's city, and proceeded to destroy two of my wife's cities. My wife was playing on Cha
[quote who="smakemupagus" reply="5" id="3272777"]someone said all you need with Magnar to win are 5 technologies[/quote] Probably a hyperbole. Magnar is very good at rushing cheap units at the start, and he can steamroll a few AIs early on, especially on small maps. He is in no way more powerful that a beastlord with Water magic, a fortify+dodge+blindness assassin, a death/fire/death&fire evoker, etc... Once upon the time, I started a guide. There was no
It's Procipinee's doing! She is weak now, so she cast a spell to make herself unique. Of course, it being Procipinee, she did not get it right, and one can still make weak units. On the other hand, the spell required so much effort, Procipinee is even more worthless than she used to be. I wish the developers would consider a sovereign's peculiarities before they make changes.
The exact same thing happened to me.
When I get one collar, I get myself a great wolf. Nothing compares to its usefulness all game long.
Who needs defense when you can web the enemy, use a great wolf to give your umberdroths tons of attack, and then use deadly bite quickly bring down anyone? Beastlord is yet another of the strategies, I've tried, and then discarded because it can't quite hit that sweet spot of challenge and fun. Out on the heap it went, right next to Ceresa's dirge, fortify+dodge+blindness, etc...
I've done it multiple times with a custom Krax race designed for dodging and an assassin sovereign with Blindness. Taking Yithril out was the one problem, because it was using custom juggernauts, and Verga had somehow acquired "lucky".
[quote who="EvilMario" reply="7" id="3269372"]I can never have enough metal and crystal if you ask me.. Had a unit cost 300 Metal late game and it wasn't even the most expansive.. [/quote] What he's saying is that you did not NEED that 300 metal late game unit. I enjoy crushing the AI with untouchable units that cost 200 metal and 100 crystal. But the truth is, I do not need that unit. My heroes will do it just fine. So will the 4 men spearman unit that I b