It would be great if we could get a quick unrest reducing trait for Governors. Maybe even a occupation unrest reducing trait like: Subjegation trait I-III: -5/-10/-15% occupation unrest and occupation unrest declines by 1/2/3 per turn immediatly(Do not wait 25 turns)
Stupidity10
Thanks for patches. Plz fix AI city and Outpost placement + AI sending wild monsters at us. [quote]+ Training Yard gives +20 to Accuracy of units trained in that city instead of +5[/quote] WOW seems like overkill, even 10 would be nice. [quote]+ Quendar +25% Fire Resistance changed to +50% Fire Resistance and -50% Cold Resistance[/quote] Also seems like overkill. 25% was nice, you dont need 100% fire resistance to make fire spells obsolete and even just the fi
[quote who="Ghost_of_Carrodus" reply="149" id="3148658"]Pioneer/Outpost/City spam are seriously taking away from the game. [/quote] True, especialy because the AI is so bad at it. Taking resources it doesn't need, even in the middle of peoples bases and building cities in terrible spots.
It would be nice if monster spawning was more common and gradual instead of 1 black widow, than 100 turns later 1 BW and a RH, repeat. This is a thread full of good ideas Hopefully the devs give it a read
[quote]I feel if the maps were more open with more valid land available to settle and a smaller minimum spacing then it would have more of an empire building type feel.[/quote] It would also be nice if we had a guaranteed natural expansion.
Had the same thing happen to me but thought it was because they attacked me in a city
Pretty sure I saw a 0/0 city pumping out troops. Not even sure how that exists. Might be related to the bug that allows them to build outposts deep under my ZOC in rare occasions.
AI isn't challanging: 1) Armor is vitally important (probably too much so) and it rarely armors troops 2) Horrible spell AI. Both tactical and strategic. Although if AI used strategic spells intelligently to game would be impossible to win because they are irresisitable and mana unlimited. 3) Gets into fights with monsters it cannot win. Many times I have seen a Sov in the first hundred turns attack drakes. Also they build cities next to high level monsters kills c
magic is overpowered but thats becuase of several reasons. 1) They increased mana per shard for testing purposes and never dropped it. Mana generation should be controlled more by techs, traits and buildings. 2) There are 100+ spells and some are of course unbalanced 3) Mage items at this point are really rare so mages have to be good enough to work without items.
Also happens even if you already own the node. Built shrine on a fire shard and when city reached the shrine it rebuilt it.
[quote who="Naaarf" reply="1" id="3146826"]Maybe even ad a chance to interrupt the spell by attacking the casting unit, if that's not allready possible.[/quote] Dont think so. Could be an interesting weapon ability. Spellbreaker weapons that deal 200% dmg to units casting spells? they would have to do something else as well.
To make it worse, thats a horrible spot for a city. A 2/3 right next to a 4/3
Monsters should never leave their lairs. NEVER The AI should avoid dropping outposts/cities next to lairs but if someone does than that lair should spawn an army to destroy it. If lair guardians can be lured than they will be.
Was just about to report this
He means that if your using a governor (governing) than hes usually not growing levels. Wheras a warrior, the more he fights the tougher he gets.
Ive seen that as well. I would rework this goodie hut entirely.
Specifically they dont attack AI outposts and cities. i think they do attack units. Also lairs in ZOC should spawn an army to attack the ZOC source. It should not attack itself becuase thats an easy abuse. You could build an oupost to lure a monster and snag its loot. Monsters should never leave their lairs.
1. General feedback on if you felt the monsters were a threat (were they too strong, too weak, or about right). In the beggining monsters are fun with a number of monsters stronger than a starting Sov and some weaker so you can explore/level/loot. Soon however you get armor (loot or leather tech) and only the toughest monsters are a threat. With leather armor and weaponry I killed an earth elemental army with 3 groups of 3 troops
Played a game where one of Altairs cities was protected by a wild shrill lord. It would kill Altair units that attacked it in waves but never attacked the city built nect to it, stopping me from attacking the city becuase it would murder me. AI should: 1) not build outoposts/cities if ZOC is on a monster and if they do than the monster should not be chased away by the ZOC. Instead it should spawn an army to attack the ZOC source. It should not attack itself becuase thats an easy abuse
[quote]2. Second is blood traits. They are not uniformd. Actually one of the best blood trait is gilden, yea this is basis that is good for blood mechanic. We get 1 early game bost(30 mdef), 1 ongoing boost(+hp), and 1 tradeoff(+50 manacost). I think every blood trait must have this line.[/quote] [quote]4. This one is simple. There is too much map generation in magic effectivity. I mean, i want to use fire. But get every shard, and not fire. I even have fire archmage, but still cant u
[quote]+ AI does a much better job of equiping its sovereign and champions[/quote] Good Now I now what he spent his war funds on [quote]+ Updated rally point code to prevent AI from sending units to rally points next to enemy cities (that had been captured)[/quote] [quote]+ Reduced shields defense and dodge slightly[/quote] Excellent [quote]+ AI less aggressive in d
This apparantly does nothing then disappears, which is a shame becuase it was pretty. Im not sure if its a bug or some obscure event but it should probably be less obscure if it is. Stuff like this should not disappear as you walk on it, empty tiles are not really used for anything anyway. If an outpost, city or new quest is created on top of it then fine, but otherwise it would be nice to just leave ruined
I find the Sov very important early game. I play as the standard Gilden, Yithril and Altair Sov's. So this is for warriors. Find and kill rock spiders, black widows, darklings, wildlings, bandits, wolves, bear cubs, butchermen, banished ogres ect. Kill weak monsters and grab loot. You arefaster than monsters so with little planning just outrun them and grab loot. In 75% of games I can get a lv3-5 hero with a better weapon and a few pieces of leather armor. Stoneskin
[quote who="seanw3" reply="12" id="3143458"]Are you guys aware that you can simply cast Bless four times and remove the permanent penalty?[/quote] Unless your empire This is a huge opportunity to expand Governors, so that they are as useful as other classes. Subjegation trait I-III: -5/-10/-15% unrest and unrest declines by 1/2/3 per turn immediatly(Do not wait 25 turns)