Keep in mind that the monsters use the encumbrance system as well. I modded a little to try to make a lightly armored assassin type unit possible, but found the monsters with no equipment also got the advantages I gave the light end of the spectrum.
DexCisco
The pathing doesn't seem to check any paths that lead farther away from the destination (e.g. via the road above). It also doesn't seem to distinguish as better a path where you arrive on the same square on the same turn, but with some moves left.
I think a big green light lights up over a city when you capture it, telling all nearby monsters "The player just captured this city. Come stomp on him" Otherwise they just wander around aimlessly. It is amazing how many times I capture a city and the next turn some Drake that has been there all game comes along and destroys it. I feel the OPs pain and "what's the point" frustration.
Actually I don't think that is the case. After I leveled a champion to the same level as the units he was stacked with, it started working again without any regrouping shenanigans. And since the other units moved into the champion, they were 2nd and 3rd in the stack order.
I noticed this again in another game with a beastmaster sovereign. After taming a level 2-3 beast, my level 1 sovereign could no longer get treasure from goddie huts.
I haven't seen crits in the thousands, but I did see a rather early crit of 160 amongst normal hits of 7-8.
This is the first time I have experienced this, so it may just be a corrupted game or something, but numerous times when I have moved my sov 1 of his 2 moves on the main map, it automatically selects a new waypoint way off the map somewhere. It is just the start of the game so I can't tell exactly where it is trying to go because of FOW, but it seems to be different places and directions.
I have not extensively tested it, but I am assuming that this issue is caused by having a champion stacked with trained units that are a higher level. When the stack moves over a goodie hut, nothing happens. You have to split the champion out by themselves and move them onto the goodies alone.
IMO, Pioneers should cost more. The mad rush land grab early game is not fun. The best part of this game is the initial exploration and conquering of the wilds. I find that with .913, the AI is more prepared for the monsters, and so the map gets stripped of all the fun stuff like treasure and quests in nothing flat and AI cities and outposts pop up like suburban residential developments. More expensive pioneers would mean less pioneers built = slower urbanization.
I have seen monsters take out cities as well, but I think that it may actually be accidental. I have my game crash a few times, so I was able to witness the same Drake cross AI territory several times. Once, he attacked a city and wiped it out, once he bypassed the city and took out an outpost, once he walked right around the city and got stuck next to another AI city where he stayed for the rest of the game (or until I took the city. He attacked me immediately after I took
I keep expecting to be able to scroll the spellbook using the mouse wheel and it still doesn't work. Someday I'll figure out that it doesn't ... or you could just make it work that way. [e digicons]:grin:[/e]
[quote]Ok, this is where “strategy” comes into play in AI writing. The code is very conservative about casting spells with regards to mana. So at the start of the game, it doesn’t cast a lot of spells even though, IMO, it should cast some spells as early as possible even if it means lowering the available mana. There are a few ways to do this:[/quote] How about comparing stored mana to the cost of your best spell, and perhaps multiplied by the total spell
I understand the concept of population growth being linked to faction prestiege. People are attracted to the most glorious factions, and good living conditions, national pride and identity all serve to enourage population growth. What seems a bit awkward, at least in terms of story, is why is faction prestiege affected so little by what a faction actually does? IMO, prestiege should be a measure of how good you are at whatever it is you have chosen to do. Does you so
MMDs - Magic of Mass Destruction
I hope that the cross-tree tech prereqs "went home". It makes a specialized tech strategy difficult if you get to a point where you can't continue without having to research all sorts of higher level techs in other trees (Weapons of War / War Colleges / Higher Education / Arcane Weapons) On the stats, does this mean that if my stat beats your stat by more than 100, then there is no way you can win? If so you will have to be careful about how much can get added to any o
Last night I was playing and got a Noblewoman escort quest near the Imperium wildlands. The estate spawned on a Imperium wall tile. For a second I thought it would let me through the wall at that spot (cool shortcut into the Imperium), but the tile remained impassible, thus the quest is not possible to complete.
I believe the spell creation is via mods, not in-game, just so we're clear. At 0:48, is that a new design for death shards or a special tile in a wildlands?
Someone asked about installing the mod automatically. Here are some batch files I created to install the mod: First, copy all the mod files into a directory in FallenEnchantress\Data\English called ModFiles (or something like that). Then use notepad or something like that to create these batch files in the modfiles directory with the mod files: Here is Install.bat. It creates a subdirectory called orig that it copies all the original files into. O
I think your issue with the cost of War Colleges in post #113 may be because of the cross-tree prereqs that have to be researched before you can even start with War Colleges. Not 100% sure, but when a tech has a high cost it usually means a cross-tree prereq.
"If it seems slow it's because I'm videoing" You are playing a complete turn every 2-3 seconds. On my machine it takes 2-3 minutes sometimes, so no, it doesn't seem slow.
Looks like some cool new spells are in the future. And the big battle against Gilden seems to have about 26 units in it, so the cap must have been raised. Yay for no 3 turn fireball! And the roads are actually visible, though that may be because of higher trade tech. It looks like spell mastery has been seriously bumped. Markin has 99! I bet you he can cast Slow on a trained unit and have it actually work. I am interested to see how accumulating
I see that the scout trait now ignores movement penalties in forest, hills and swamp. [e digicons]k1[/e] [quote who="xgojux" reply="5" id="3121120"]this magnar guy is finally looking badass !!! wich is feeling me with joy ![/quote] I'm all for faction differentiation, but if Magnar is feeling people with joy, I am staying awaaaaaay from Magnar! [e digicons]:S[/e]
So does this mean that playing Magnar will mean keeping those bandit camps around so that you can farm the respawns for population?
I noticed the Ophidian Scale issue as well. I'm not sure if the stock sovereigns are supposed to start with no equipment, but Gilden's did. Felt like a babe in the woods starting like that. I noticed that you can mod the max moves that monsters get on the strategic map, which means that being more than one space away from them doesn't mean you are safe, though with the rather sporradic aggression of the monsters, it is still kind of a crap shoot as to whether you
Are you sure the spells was what made the difference and not the number of surviving champions at the end of combat. From your description it looks like losing champions resulted in more experience for the remaining units. Using the nasty spells just prevented the loss of champions.