dodge on shields seem to be higher - dunno if it will be enough but it seems to work
Glowing_Ember
If i am casting a spell that requires channeling, if i am targetted by a spell such as slow, should that cancel my casting ? I thought counterspells were the only way to stop channeling - or a stun effect - but it is likely i have this assumption from playing other games. Could someone remind me please what is supposed to stop a channeling spell ? thank you.
Should it do one point of damage per unit in a group so a three man squad clinks for 3 damage when it attacks ? (I defineately mean the number of attackers, not number of defenders in a group)
i go nuts when i move my sovereign 2 tiles to grab better location than find the spot i was going to go to is usesless because another sovereign has built a city within the limit - this happens 1 in 5 games for me on large maps - its the difference between getting a 3/3 spot versus a 5/3 or 5/4 spot plus resources - totallt frustrating
Perhaps the armour city militias have should depend on the city level and the weapon on your tech level, or have both dependent on your tech level - either way, the militias need armour as the game progresses
On that point I agree completely.
In your situation i would have beelined for magic wands and logistics nad pumped out big group of mages to tear through magnar - taking a few of his cities would make things easier for you - soften him up with militias while you prepare your mages. you also have the opportunity to take out the shrills and the ogre with a group of leather armoured militias and a hero to kill it
One hero combined with 2 units is a very powerful combo - either the hero supports the units by healing or the units protects the hero enabling the champion to cast mass damage spells - the initiave boost is a nice bonus for that YAY guerrilla tactics Multiprong lesser stacks of doom ftw
not so much an opp spell but rather an example of the lack of a channelling limit per turn to prevent this abuse from happening *BUMP* Perhaps an increase to the mana cost of the spell as the effect increases per shard with the option of casting the spell at a lower shard effect. I think that would solve the problem. EDIT: I also think they are being carefull with summon spells after the events of WOM early push summon strategy - although there sti
Laesta, i have found in that situation that when you click on the map tile the army on the top of the stack shows itself properly - it's irritating that you have to manually "jiggle" it but there it is [e digicons]8C[/e] I figured this out by getting into the habit of looking at what i was about to fight to see what kind of fight is was going to be like - sometimes the ai actually slips in some armoured troops and theni want my mage units involved in the battles
Hmm if there is cross tech requirements, i REALLY have not noticed - must look closer doh!
well, i need the weekend to play the game to get a handle on the current equipment and unit combinations, but on the whole from playing last night so far, the game is mainly played as a player versus environment game. There isn't a mulitplayer format and i don't know if one is planned for the future. So taking that into account, the ai players don't serve as much of a threat at the moment - the real treat is the badlands areas. By the time i can take out a badlands i can mor
I am referring to the tendancy of the ai to send troop movements in these strange stacks that layer on top of each other and create their own style of "stacks of doom". This is when the number of units is greater than the army limit size and a new army is created on the same spot so you have multiple (i've seen 6+ armies) sitting on top of one another. My main complaint is that this makes the use of army size largely irrelevent because you can send weak units to harass an opp
Hmm my clock says april 12th 4:55 pm. guess it's not up yet. I'm in EST. Is stardock in Central ? when does their work day end. Doh! Edit: ARG, i just realized my kids set the date ahead one day on the comp - must slay children !!! [e digicons]}:)[/e]
Actually, i suggest the tiles stay about the same, although i think the lootable treasures might be too good - i end up having more loot than heroes to use it. A for the lack of monsters. Why don't the dev's take advantage of the wild badlands they have created and have them spawn something to run around the world - think of it as an incentive for people to go into the wild lands and shut them down for good. so in short, i think the ingredients are already there, j
This. in particualr to maybe why the ai does what froggy highlighted in his recent video about bugs in the ai. Could the ai be locked in and "auto-explore mode" and gets itself killed ? i would imagine the 2 phenomenon are related. I never use auto explore so i can't say anything about - although i would expect an exploring unit to have a highly developed sense of chickenness and stay away from enemies - and at some point give a message report saying its run out of safe areas to e
Your right, it looks like the ai thinks it can't walk into its allies outpost. It doesn't seem to be able to thinkof raising some land or walking around the canyon. essentially its stuck in a dead end. That's wold be my take on it.
Well, i was just a little surprised when i upgraded my mounted mages with firestaves into lightning hammer and shield mounted shocktroops - had no idea until then that it would upgrade into a diferent unit type, although i was suspicious when it offered the weapon upgrade since i hadn't ressearched bows yet and did not have the snd staff researched yet. was sort of amusing since then my three traits aded to the unit were completely useless lol.
You know, this is a good reason to have stealth units in the game, and stealth type spells, and terrain walking to circumvent zones of control. I'm not sure about your idea of taking away the closed borders froggy - unless you make it easier to start and end wars - or include more treaty types, some temporary some not. Maybe a toggle switch for open/closed borders. The most import
Ok. We have fire damage, ice damage and electricity which comes from staves, wands and spells - so if you have crystal to spare you can outfit units with wands and staves. Now my question is, does armour defend against elemental damage ? or do we have items and enchantment to provide that ? This is not very clear on the damage descriptions. My sugestion for the level up screen for cities: Why not combine this info with the city descritpion screen so you have a cle
I like the plan, however i am curious about the idea of tile placement bonuses. The only kind of bonus i can think of is an example of productivity improvement when like tiles/ buildings are placed next to each other and that would only slow snaking down not stop it.
I recently made an attack with crushing blow, which is supposed to take away your dodge for the next turn or attack against you. Maybe it was just the way the info displays when the ai misses an attack but the floating text claimed that i dodged the attack against me - which technically would not have happened. also. perhaps the mauling effect of the bear should be limited to 1 bonus attack per round since i have witnessed a single bear destroy many low defence units. Should a bear be
no, i wasn't complaining about fun, i was just curious about an issue and where it stood - i just started playing the beta and was wondering where things stood and was asking about a problem. My main intent was to hopefully bring to the dev's attention if they hadn't considered iy.
I had a sudden thought while reading some of the new posts. Is it possible the ai is building the glass cannons because it doesn't perceive most of the world as a threat because the neutrals don't attack it? I'm not sure how quickly the ai rallies itself when you group together your strongest units into a stack of doom and go on a murderous rampage. edit: i can't go on a murderess rampage, i don't know enough female murders to do that... sigh Speaking
i realize that there won't be any changes to the game other than patches here on out but is it possible to open up essence and action points for modding ? edit: i'm hoping to mod a version taht uses some of the earlier systems in the game, i thought thoise were more fun :(