If an enemy destroys an outpost, resource or caravan, zoom to the location when you pop up the message. Otherwise you find yourself playing "spot the difference" to figure out where the attack occurred. This is especially so if you have a big empire with lots of outposts to collect resources.
DexCisco
On the left side icon bar, only show caravans in the unit list if the caravan has not been established yet. After the route has been set up, there is no point in tracking individual caravans. They just clutter the unit list and make you have to scroll the icon bar.
On the left side bar that shows the cities, add what the city is producing to the tooltip that pops up when you mouse over it. That way you don't have to click on the icon and zoom to the city to check who is building what.
[quote who="seanw3" reply="15" id="3080073"]Cities should be destroyed by an invading force[/quote] I would say that cities could be destroyed by a sufficient invading force. That is why a mechanic that kills population and destroys buildings based on attacker strength works. A big enough stack can raze a city in one turn. But if some hungry Ogres just come by for a snac
Whether the capitol should get extra defenders to prevent a rush or early game KO by monsters is a different issue. The issue is that completely destroying a city regardless of its size or the strength of the attacker is an unrefined game mechanic. No one denies that having enemies overcome your city's defenses should have consequenses, but a city of hundreds of people with buildings that took dozens of turns to build up should not just "poof" disappear. I did this t
Some ideas: If the battle is going to be won, disengage heavily damaged units so they can live to fight another day. If a unit is the focus of attack and is taking damage, move it to limit contact with the enemy, forcing them to switch targets or move through your ZoC to reach him. Break the enemy's best units with your best units, then use your support units to finish off while the heavies goes for something else. Units that can apply an effec
I suggest killing population at a rate of (race base HP) / (total attack value of the attackers). Faction AIs bent on destroying the city can linger there until the city is destroyed or they get chased off or killed. Monsters would probably attack for a turn or two and then retreat again. Buildings should probably have a chance at being destroyed too, but I'm not sure what kind of mechanic should be used there. You would expect the fiercer the atta
My 2¢: Attacking should cost movement Movement traits should not stack Create Mountaineer, Woodsman, Web-Footed traits to mitigate movement cost in hills, forest and swamp instead of a ubiquitous scout movement increase trait. Have scout increase sight range only. Make mountainsides cost the same movement (2) as hills Level heroes less so you don't wind up with every trait there is on every hero. You want fast, you do
Distributing XP evenly isn't really a change, it's just less of the same. See this post as a fairly simple alternative.
Good to see these changes. Nothing I disagree with here. Can't wait to see how it works in practice. Is the XP divided evenly, by level, by damage done?
More bugs: Had a dungeon quest location release a bunch of Fire elementals and Ignys, but several were spawned in the water or on cliff spaces and could not move. If you destroy a lair or hire a champion in a forest square, the square is cleared, but remains a forest terrain type, even though no forest is displayed there. Still costs 2 MP. If you move into the FoW more than one space at a time, the FoW only gets revealed when you stop movement. A
[quote who="Frogboy" reply="22" id="3076567"]How many turns do your games typically take?[/quote] How long does it take the monsters to double-kill all the sovereigns? [e digicons]:|[/e] Honestly, I'm having trouble playing any game that I meet, let alone fight anyone.
What I Do How to counter it I usually found my city, then go around picking up all the free equipment. Make some monsters move 2 or more spaces on the map. If they can chase you down, you aren't going to risk going near them until you can defeat them. I usually start by building a
Turning off auto turn seems to have done the trick for the most part.
If the AI knows that you are the aggressor, then it should be expecting an invasion, especially if you are of comparable or greater strength. It should put out recon parties to detect your approach. It should anticipate what cities you are likely to target based on its knowledge of which cities you have spotted and determine which cities are more important to defend based on output and proximity to your territory. In general, the AI should not try to pursue a war on multiple
Here is a list of things I have noticed over a few games: After loading from a saved game or upon exiting a city, a hero's stack movement limit is set back to 2, despite movement bonuses. It then increases by 1 per turn until it reaches its expected value. Moving units out of a stack with a high movement rate sometimes gives the units that leave a temporary bonus to their movements, but only if you move all at once, not one space at a time.</l
More from CoreQuests.xml Alchemy - Quest_Alchemy Objective ID: 2 SuccessText: ... This wall has the Alchemy spell incribed upon it. The Assassin's Blade - Quest_AssassinBlade ... the jeweled pommel a spoiled grey Objective ID
If you follow a visible coastline into the FOW. you can trace the coastline into the FOW and see the shape of the continents. Sometimes you can also see crevasses.
I was having the same issue and then I disabled "auto turn". It still takes forever to process a turn on my XP box, but it doesn't hang up as often.
Also, if units are in a stack with a hero with a compass or extra move traits, units that leave the stack have the increased number of moves for that turn.
I agree. You would need to add the "Use" button to the Trade/Shop screen.
I am all for more severe injuries and even death of champions. You would loose experience, but without some loss you contribute to the steamroller effect. Losing regular units means both a loss of experience and a loss of time and production cost, as well as the maintenance paid to the unit to get it to the point it was at. That is a more significant loss and therefore to be avoided. The stack of doom is encouraged by 3 factors: Champions never die completely
I'm the AI and I think you players have it easy. I mean c'mon. Once you get a stack of 3-4 champions together, what am I supposed to do to stop you, huh? Look at the numbskulls I'm stuck with. Ogres? They're tough, but they aren't smart enough to stop attacking your tanky champs you hang out front like red meat and go around and pound your squishy casters into the ground like a tent peg. Nowhere near smart enought to back off when critic
I don't know if there are any more mistakes, but I'm done. [e digicons]x_x[/e]
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