Yeah, I agree, it does seem like you should have one or the other, a tactical summon or a strategical summon, not both. I rampaged as well through a few opponents with the ability to have 2 fire elementals.
Ausland
[quote who="TorontoRock" reply="135" id="3147889"]One thing that almost screwed me was the cull the weak spell. In the description it says that it gives you 40 mana and life but the description is either wrong or the spell is bugged because whenever i tried it, i got the mana but not the health which almost killed me during a battle or two before I realised that. What was great about this spell as a summoner and what may make it overpowered is that it is a great way to get mana built up very
I've noticed a few times when I reload a save game that my units are not in the same locations as when I saved. Also, similar things happen to monsters. I had a bear lair that was blocking my path. After I reloaded my save game, it disappeared - both the bear and its lair.
I agree it shouldn't leave the lair, but it should be able to still attack units/cities/outposts that are adjacent without moving. However, the idea of the main monster staying there and only spawns roaming works too. I guess what I don't want is for the monster not to move and the opponents units still walk past these supposed bottlenecks unharmed. That bugs me.
Yes, if something disturbs the monster, it should get off its ass and attack it (the source of the disturbance). Once destroyed, the monster should return to its lair. done.
I like the pacing, especially early game. I think the challenge and levelling up is nearly there (at least for the start). But these are the glaring issues I have right now: AI monsters much more aggressive towards me than other kingdoms/empires. When other AI players create an outpost or city, it stirs up the monsters and they come after me! Plus the AI ooponents will send pioneers past bottl
I think this sounds promising! I'm not sure why you are complaining, this is what we've wanted all along. I think the only unfortunate bit is that you started so close, but dems da breaks sometimes.
I apologize for my OCD, but its "too", Derek. "TOO"! arggggggggghhhhhh! On a side note, I'll play .913 and give some proper feedback in this thread tomorrow :)
I think they are trying to decieve us with the amount of AI fixes! Tricky Stardockians...
Just discovered that Firestorm bug yesterday. Cast it on a city and the city just turned into a one square tile of burning rubble. I then attacked that square and there were enemy units that had 0 hp and were still attacking me. Anyway, defeated the army, and then I moved my sov into the burning rubble square. Got a pop up saying my sov had died and had to use mana to return to a city. This pop up then came up about 20 more times until all my mana was depleted.</
Whats been done to materials?
Cool. Looking forward to playing 0.92 tonight. Sounds promising.
Good tactics by the AI! Why occupy 1 square when it can guard 4!
Even if one showed its intelligence, I'd still squish it. Icky things...
That's because spiders is stupid. When's the last time you saw a spider do something intelligent! Honestly...
Started my first "Hard" game this week and have been really enjoying it. Really looking forward to these balance changes though, so I might have to start again :) One problem I seem to have in .91 diplomacy, which I'm not sure has been reported, I can't see a way to remove/change something that you are offering in a trade. I usually just cancel out of the conversation and start again. Oh and one more thing, som
Love it [e digicons]:grin:[/e]
Oh, one for mana in the top right would be nice as well. Like how much I am making per turn and from where. Edit: nevermind that is working. I swear it wasn't the day before. Anyway, it would still be nice to know where the source of the magic, but not a biggie.
Two problems I've had with the AI in recent games: Enemy champions casting stoneskin/flameblade/wither/berserk in tactical combat while I'm hacking at them with my sword. By the time they are buffed, they are nearly dead or already dead. Early game and I was at war with Magnar and he only had one city. I had two champions just outside his border, but I couldn't defeat him with Magnar in the city, because he was quite powerf
I think it has something to do with a quest to find dragon gems or something...
Aha, so basically casting meditation (+ 1 mana per turn) should automatically allow you to cast one other enchantment on a city without any negative effects?
Is there any reason not to cast Meditation, Inspiration, and Enchanted Hammers on every city you own? When you conquer an enemy city, is it possible to find out what the number of food and materials it was founded on? Is the injury Hallucinations actually bad? Seems pretty good for a mage type
Can we please have tooltips on just about everything? I realize a part of my problem about not feeling immersion in this game is that I don't understand what things actually do. I'm sure I could spend time trying to research them, but when I have choices to make, I want to easily know what my choices mean at the time. Tooltips on all stats Tooltips over cities - what its producing and what that means! Tooltips on resources Too
It could be a setting at the start of a new game whether to allow champions to get killed. But its low on my priority list.
How did you get your hands on .92 already! Anyway, yeah, I don't like that not all the factions can use the lairs. Maybe certain factions should just have access to them sooner.