It seems like two pools of experience are awarded to the victor of any combat - a champion exp pool which is divided between your champs, and a minion pool that gets divded between all non-champs in your army stack. This lowers the effectiveness of the early-game "band-o-death" strategy involving roaming about stockpiling champions and steamrolling everything you come across - it's a strategy that is perfectly viable even now with the increased exp leveling requirements, but if you settle
ClimbingEast
I'm not sure if I see how the 50dmg, 30dmg, etc weaponry is so very overpowered. A five member group of spearmen can do considerable damage to even an armoured hero by virtue of the armour piercing aspect of their weaponry and sheer numbers, and it's easier by far to train them than it is to knock over a dragon or an obsidian golem to snag the tasty weapon loots within their lairs. The weapons have big damage numbers on them, but at the end of the day they're still rare, your
[quote who="j_wl_b" reply="16" id="3209302"]And as I said before by the time nations start bordering each other they will be actual nations with cities, resources, experienced armies/champions, and a hunger for even more territory. It would really make nation again nation game play a lot more interesting.[/quote] Yep, my thoughts exactly. Especially when it means opening up a bit of wildness territory that gives you an extra 3 water shards worth of power on Top of
I've seen dragons eat the AI units and leave mine be plenty of times. If the AI is able to seize more territory than you, it could be an issue of You aren't devoting your resources towards expansion quite like they are. Regardless, it appears to me that the monster AI is cruel but fair.
I'm enjoying wildlands the way they are, actually. I wouldn't mind seeing the difficulty ramped up a little bit and the rewards made a little more unique and a little more powerful too. I've only been playing large desert map games with 8 AI nations, but I like the way the game is headed in terms of difficulty, reward, and city placement (mostly - my only beef is with a player being unable to re-locate their capital leading often to the pita dicision of settling subpar locations e
-When playing a Beastlord sovereign and taking an army of 3 units (Unit 1: Sovereign , Unit 2: 3man Militia , Unit 3: 3man Militia ) against an army consisting of a single beast, if the beast is tamed, other units in the player's army which died in battle will be shown to be slain in the end of battle report, but will not suffer any combat damage and still still be in the player's army at the end of the battle, along with the tamed beast. It will record a
Doublepost.
Obviously this isn't a serious bug. Instead of queuing up a number of structures and Not gaining tax benefits for the population commited to structures which are in the building queue but not are yet being built, one can simply build a structure as the current building in the queue empties. This way, if you have say, a 15 turn garden queued on top of a 20 turn temple of essence, and then a 10 turn market, you aren't suffering an artificiall
After loading the save game and, in turn, zooming in on each visible city while panning around in a 360 degree arc, then ending the game turn, the game grinds to a near stand still. In the options screen, reachable by pressing escape, the game runs fine, however returning to the main menu resumes the sluggishness. Let me know If any of the user's custom unit/ or unit/icons files are needed; heres the .dmp, .err, and saved game: <a title="ClimbingEast-BugReport.zip" href="https://docs.
I installed 4 ram modules into a fresh rig a few weeks back; software memory checkers gave them a pass, but it turned out that the module I installed in the fourth bay was defective. So long as that module wasn't being used by the system (hours-long stretches of time on occasion), the system was stable - once that module was used the system would BSoD almost immediately with any number of stop codes over a series of reboots. Finally found the bad DIMM by removing them all and just booting the
Agreed, I'm loving the visual style of Elemental, cloth map and all. That aside - I find that saving, restarting the application, then loading tends to clear up alot of my lag issues late game on large epic maps with a full complimnet of AI players. When things really start to slow down, just launch an offensive and take out a few of your opponents' kingdoms - that should do the trick. [e digicons]:grin:[/e]