[quote who="Horsesfly" reply="19" id="3198764"] I can confirm that I've seen the Monsters destroy computer held towns and I can also confirm that the AI does not build near monster spawns. The later I know full well because I often send my main team into AI territory to clear monsters for xp they immediatly build an outpost on any resources near these cleared monster spawns. This tell me they wouldn't build there previously because of the monster hut. I now follow my x
LargeSpoon
Given the way the map generator works, I think the terraforming spells are pretty useful. They require a reasonable amount of mana (compared to the precursor game especially) and sometimes a reasonably high Earth Magic level, so why not. I use them rather rarely in recent games, but I remember using it to create a mountain pass to quickly move troops to locations cut off by mountain ranges. Insulating yourself sounds good on paper, but if your enemy is smart enough, they will find a w
[quote who="Gorde" reply="41" id="3195819"]The trick is controlling your territory lines. You don't have to build that monument, if the expanding border encompasses a powerful monster. Set your builders on something more productive, like a lumber mill or a brothel. See that nasty umberdroth lair nearby? Build your buildings away from them. If your borders do not cross them, they will not awaken to eat you (until you are prepared to pick the fight on your own
My experiences so far with .915 are mostly good. I even managed to do a number of pretty long continuous sessions (Large Map - Challenging) without the game doing a CTD at all (stability is very good), although it becomes a bit slow at times, specifically in tactical combat (laptop with 8 GB of RAM helps obviously). Compared to some earlier versions, the aggressiveness of the wandering monsters seems to have decreased somewhat. That's fine, but if you have a creature spawning buil
That's something I've run into with this latest build. In general, the game will crash if you actively engage in diplomacy. Strangely, when the other party starts interacting with you, nothing happens.
The mod idea is nice but it totally messes up the start of the game I guess. Because prestige buildings will generate a lot of prestige and small cities will grow like crazy. I understand that the devs wanted something to prevent you from just spamming cities everywhere, but this is overdoing it. I think something like this was in Civ IV as well (the hated corruption thing). The idea was not so bad; the further away the next x cities are from the core, the more penalties those cities get. But
So far my experience with patch 1.3 is mixed. On the one hand the game is much more stable. I get way less Out of Memory errors and crashes. There were some pretty radical changes in the game because of the way lower amount of hit points of units and heroes but I got through that. There's one thing however, which needs to be fixed ASAP; the prestige bug. In a normal game it's become nearly impossible to get even a level 4 city, because population grows slows to a crawl just like that.
This is a game breaking bug if you ask me. Somewhere at 9-10 cities prestige completely breaks and even though you can build Inns and Pubs like crazy it won't ever get anywhere anymore. Seanw3 are you hinting at changing some game settings somewhere? Could you be a bit more precise? This bug is rather annoying since the overall stability of the game has increased a lot. Also I found that the armies are more useful now and don;t get crushed by heroes so easily.