Azunai_

Azunai_

Joined Member # 4419615
15 Posts 566 Replies 11,540 Reputation

you don't have to do a master quest to finish the scenario. there's one quest involving the gate to the gilden realm, but that quest line is optional - if you finish it, gilden joins in the war, but they are hardly required to win. in my campaign, the allied civs didn't contribute anything meaningful to the invasion - doesn't matter if there's one more pathetic AI stack moving across the map and doing nothing useful. this will be a bit of a spoiler, so if som

6 Replies 17,024 Views

you also get +1 accuracy per level. other traits that increase by level: - acrobat (assassin/trained troops) gives +1 dodge per level - calloused hide (some monster champions like Tuatha) gives +1 defense per level - discipline (warrior tree / possible sovereign pick at creation / trained unit trait) gives an extra +1 spell resist & +1 accuracy/level - hardy (sov trait) gives an extra +1 HP per level - path of the defender gives an extra +1H

4 Replies 12,470 Views

[quote who="Burress" reply="21" id="3362970"] I think there should be some more custom equipment that is full game long equipment. Nothing seems even in the same league as Procipenee's crown and the Staff of Souls. I think the ice/fire staffs they added to the mix for a point should be suped up versions, to be like a low-level no mana spell without an init penalty. I can understand why there isn't any super weapons or armor, but maybe some unique charms and more accessories woul

24 Replies 49,040 Views

i haven't read the manual, but i'm pretty sure there's no such option (or you misunderstood the text). you can research enchanted weapons, some armor items and trinkets in the magic tech tree and design units with those items, though. the process is the same as with the mundane weapons from the warfare tree, the only difference is that the magic items require crystal instead of metal. you can also buy those items from the shop of your cities (for hero characters), but in this case

5 Replies 4,556 Views

the tooltips for those traits should be adjusted anyway - it says that light plate is "heavier" - which is probably a relic from the encumbrance system (i think a suit of chain had a weight of 15 and a suit of light plate was 30 or something). the text should be updated to indicate that the light plate has a higher penalty to initiative. i guess while they're at it, they could just copy & paste the text to the armor item.

9 Replies 7,954 Views

i'm pretty sure the discount isn't shown in the design window. you should see the difference in the training list, though. if you build a 3 man unit that cost, for example, 50 production per figure, a three figure unit is listed as 150 with no modifiers. make the same unit for a master smith faction and the production cost in the training list should be lower.

1 Replies 3,658 Views

[quote who="Vallu751" reply="15" id="3362637"] I don't think it's just an exploit to increase growth. There's also the odd phenomenon that it makes more sense to pump out a constant stream of pioneers from a level 2 fortress with a very small food supply than from a large, overgrown city. The city has stuff it gains from pop increase until level 5, but the fort couldn't care less. Every time pop hits 30, it should build a pioneer. That will keep it in constant +3 growth

18 Replies 21,720 Views

[quote who="askjosh" reply="42" id="3361183"] Derek if you have not already done so please put parrottmaths name in the games credits as i for one can think that he deserves it considering all of the help that he has provided and while you're at it if you have a LH game poster you should have everyone sign it and send it to him as well [/quote] i agree :) though adding an in-game item as a little nod in his direction would work, too (like the frog altar or "Mired

54 Replies 343,411 Views

it's just an exploit when you queue several pioneers to artificially boost growth. a single pioneer in the queue hardly matters. it's not an urgent problem since it's easy to avoid the exploit. if you want to cheat, there are easier ways to do it, if you want to play fair, just don't do it. sure they should (and probably will) fix it eventually, but it's hardly a game breaking issue.

18 Replies 21,720 Views

short answer: yes you can. longer answer: the game allows you to customize both your faction and your avatar/leader of your faction. one of the premade factions is close to what you describe: the "Magnar" faction is a race of slavers that get extra population when the defeat human enemies and when they raze conquered cities; and they can build slave armies in addition to their normal units. their leader/sovereign isn't really designed as a necromancer, though. his abilitie

2 Replies 3,632 Views

they actually started using strategic spells around patch .90 i don't think the perceived problem is a real problem. i mean, it's quite obvious that you are supposed to win the game before you reach the end of the tech tree - otherwise the tech tree would be longer. what some people consider "mid game" is actually the phase where the game is already won. whether you play it out or not is up to the player, but once the game is won, there's no real point throwing in artifici

15 Replies 22,681 Views

hmm it's been like that since the trait was added to the commander tree (patch 0.80 or something?) the downside of this spell is the 1 turn cast time, so you basically sacrifice the commanders turn to speed up the next turn for everyone else. it's pretty strong, especially with a sov like Carrodus who starts with Tactician I and can immediately go for Tactician 2, 3 and then Battlecry at level 5. also, i think it doesn't work like "command" - command basically give

2 Replies 4,795 Views

some of the special items replace existing items in the tech tree. for example, a faction with "light plate" builds light plate armor instead of chain armor. in this case, you still need the armor technology to unlock the items. other items are available from the start (like the poison vial for faction with "assassins tools"), but to use them with a custom faction, you'll probably have to make your own unit designs and add the extra item to you design.

2 Replies 9,072 Views

primary source of money are cities specialized as towns. they get higher base income with each level up and unlock the market and tax office buildings which further increase income. and they have access to a line of buildings (well>inn>festival) that increases money income by a percentage. so towns are your safest bet. secondary sources of money are the "propaganda" city enchantment of cities with several essences (+1 g per essence), gold mines that can sometimes be found as bon

7 Replies 11,411 Views

late in the game, units can be pretty expensive. i've played games with relatively large amounts of units where my upkeep exceeded 40 gold per turn. you need a few big towns (and preferably also a few trade agreements) to generate enough cash for such a big army. as you add more traits, armor, mounts and extra items (like the recently introduced rations & med kits), unit wages can get pretty high (i've used high end designs that cost up to 3 gildar for a single full

7 Replies 11,411 Views

hm don't know if the starting gear is too weak. a sov gets 6 customization points i think, so buying a full suit of leather armor for 2 points or something doesn't sound too appealing. wouldn't hurt to have some more option, though. a decent bow for archers wouldn't hurt, since bows are pretty rare (i tend to find about a dozen melee weapons for each ranged weapon). melee items are fine i think - you'll find lots of swords/daggers/axes etc. in lairs and treasure ch

24 Replies 49,040 Views

weapon damage was already tuned several times in the beta. i think the balance is not too bad right now. you can't really stop steamrolling in a 4X game anyway. once you start to snowball, you'll wipe out the other factions - doesn't really matter if boar spears are 9 attack or 7 - if you get them and the enemy factions don't (or fail at using their stuff properly), you win. playing higher difficulties helps :) if you are too good at the game and run away in the

15 Replies 22,681 Views

i tend to build 1-2 scouts rather early to (hopefully) find a few good spots for additional settlements. i play dense monsters, so i usually have to clear some lairs before i can settle another city or 2, but on normal settings, you should be able to find a few spots that aren't heavily guarded. i like to grow my capital to level 2 before i build pioneers (i start with conclave most of the time if my starting spot has at least 2 essences, but town or fortress starts can work

9 Replies 13,205 Views

[quote who="bortlings" reply="35" id="3361749"] Hopefully we can have shield walls that take the initial charge then shield-bash units back and then the damage dealers wade through the shield wall, into the empty tile, and do their thing. I wonder how consistent the tactic would play out since there's no "wait" command. [/quote] that's not really new. you can already place def units with 1-2 spaces in between (their zone of control prevents enemy units to

116 Replies 101,822 Views

[quote]Friendly units can now move through each other in tactical[/quote] hmm that sounds interesting. i think i will like that change. always a bit annoying when a higher init unit starts behind some slower units and can't move forward since the path is blocked. might present some opportunities for abuse, though (retreat wounded guy "through" a friendly unit while the friendly unit blocks enemy movement with its ZOC or something along that line). perhaps only allow

116 Replies 101,822 Views

the good news is - the banshee is really an exception. there are no other creatures in the world that are totally immune to physical damage. you'll make that mistake once, and remember it the next time ;) just bring a champ with a damage spell or some weapon with bonus elemental damage - or build a few guys with fire or frost staves or other enchanted weapons. if you bring mage to counterspell her wail, she's harmless. there are other critters that are immune to certain

12 Replies 59,476 Views

yeah i think killing potential 2 & 3 was not the best solution. potential 1 on its own is very weak. imo a sensible solution would have been to scrap potential 1 & 2 and leave the 25% version of the trait (the former potential 3). a 25% boost is a real choice - the return of investment is around level 12, which is a level you will most likely reach (at least with some of the heroes) before the game is over. so you'd have the choice of getting a real trait that helps now - or

64 Replies 184,334 Views