Something is very FUBAR here. I have one Ice Elemental in defense, and one Spear (called First Blood), yet they fail to load when I get attacked in the city. Highly annoying. https://dl.dropbox.com/u/95181126/Bugged%20defense.EleSav Seems like freeze and tremor "literally" freezes defenders in city as well. This is stupid. <
sjaminei
Edit: Made a new post since this looks more and more like a bug.
[quote quoting="post"] Alright some observations I have made in the past few weeks as I have taken a small step back from my overly ambitious armor mod. 1# Healing is far to weak in general. Unless you get lucky you can heal very effectively more than one person at a time if that person is taking a lot of damage. This is a problem with other spells but healing it is a direct problem if you want a healer unit. Basically the spells just fail to scale.[/quot
Why do you need a DVD? A direct download link with a "upgrade from 1.3 whatever to 2.0+" would do the trick. Also, Steam isn't the devil ;)
[quote who="rvgr" reply="14" id="3273656"]Weakness is an excellent trait to put on a Magnar slave, or a fire staff user. I'm disappointed by this change.[/quote] I thought weak was just for slaves? What's the matter? It's still on pioneers ;)
I like the steps forward. You guys are listening, and it makes sense. Though, are you stopping DLC's? I think some spell based (adding spells to the game) ones with scenarios/maps could have a lot of potential. I would pay just for more diverse/interesting spells, and I think most would if you add scenarios as well in the DLC. And finally, please add Legendary starts, or customizable starts. It would go a long way to make going "tall" a good option, not countin
Prioritize champions/sovereign more. (and don't get too many, you need your champions up fast) Going for archers is too late, you will need to beat AI before that. Use Underdog spears (everything you will fight is higher level) etc. as throwaway units to get leveling going faster. Start building a hero/army combo and start rolling AI's for more research. Prioritize mana and research, use freeze and tremor on AI stacks to buy time. Once I get good archers etc. the game is won f
Found a bug, I think it's a general one (pretty sure I made it happen in another patch too) but I'm running your build so I'll post it here. A 20 stack of AI troops invade my territory. I firestorm them and my sovereign dies? Odd behaviour to say the least. It's reproducable in the save for me at least, even with Sovereign stuck inside a city when casting it. https://dl.dropbox.com/u/95181
Heh? So everyone gets together on Steam now? But awesome stuff, maybe too much info too soon ;) Gotta pace the info to keep the interest going ^^ [quote] 3. New tactical combat options. Swarm gives a bonus for every ally that surrounds the enemy you are attacking. Be careful where you stand as even weak creatures can become dangerous in groups (especially those with traits that improve their Swarm bonus). Weapons all have special abilities and ever
[quote who="kangon" reply="40" id="3316827"]with this build the game locks before I can get into the game. the last screen I see is the open book showing my sovereign with the game map behind it. I was trying this build to see if my save problems were going to be fixed. As is with 1.2 after a while( sometimes 50 turns sometimes longer) all my saves will not load either auto or manual saves. I had very few problems with 1.12. [/quote] Yes, I ge
How are you going around balancing AI's? Specifically, Ironeer AI's are 2-3x as hard as others, and seem to get steamrolling the other AI's fairly quick. I just had a game without any Ironeer AI's and it felt like I stepped down a difficulty. Also Magnar is like free research, get next to him early, take cities, profit, and it's not even a breeze. Something isn't working right with the whole slave thing, and he is focusing on magic and resea
Difficulty does matter though. Elitist or not. Feel free to elaborate with your strategy and how you are playing the game :) (and how AI's act towards you) [quote who="AlienFromBeyond" reply="12" id="3313876"] still think using 50 mana for an outpost and a Pioneer for a city is far more efficient than using a Pioneer for an outpost and 50 mana on some other spell.[/quote] That's just an opinion, we need more depth to discuss it properly. (aka, game speed, difficulty et
[quote who="AlienFromBeyond" reply="10" id="3313868"] My excess mana is from not casting high cost spells like Destiny's Gift or Celerity anymore. Plus I like having a lot of Conclaves/Oracles and frequently have Scrying Pools, so I generate a lot of mana as well.[/quote] What difficulty are you playing at? When you play Ridicilous and above, your mana is precious at least for me. It's a totally different ballgame regarding difficulties. If you aren't getting insta de
[quote who="Phidrae" reply="5" id="3313866"]I usually finish the game by turn 120 or so, although I did win once around turn 80 with the master quest (my sov was only lvl 9 or 10 at the time, but the group full of champs makes all the difference).[/quote] MQ is too easy. You need to beat Insane AI's to beat the game really ^^ But your strat is interesting, I never pick adventurer, maybe I should reconsider it, and while healing spells are nice, they don't beat mass bli
[quote who="ManiiNames" reply="6" id="3313511"] If it hangs like this, hit escape and save your game. Exit the game, relaunch, and carry on as normal.[/quote] This. Whenever this happens to me I do this and it's fixed.
[quote who="AlienFromBeyond" reply="6" id="3313849"]There is also the balance issue of Pioneers costing population makes Decalon for the Arcane Monolith spell insanely better. 50 mana is pocket change compared to 30 population, especially when it's for an outpost so the Pioneers you do make can be used for just cities. [/quote] Destiny's Gift costs 200 mana now, Celerity 250 Mana, Blood Rage 100 Mana and Paragon 90 mana. Where are you getting your excess mana
What speed do you play on? I've relied on Paragon to beat Insane AI since I never get to build any units capable of fighting them in time. Also it seems Empire is OP? Sacrifice for mana, blind, infection etc. What does the poor Kingdoms have going for them? ;)
Wildlands should each have a site like that to make conquering them more rewarding. The heads suck aside from that swamp one (+5hp for trained units) They shouldn't be common, so wildlands and maybe 1-2 random spawned ones?
Consulates comes early and fixes a lot of your issues. I like the change so far, it makes towns more usable early game as pioneer spammers. (focus on wells, inn's and festival's) It adds depth to the game and more choices. Before I spammed only Conclaves in my REX for the research,and relied on AI towns for the +HP%. Now I have to mix more and towns are more important for me early game. My simcity game was better after the patch, so I feel the current direction is good.<
Patch 1.2 features that is bad: #1 Winter's Grasp needs a redesign/bug fix. There is no dispel as far as I can see, and the design is just bad. Make it a city negative modifier or something, and make it counterable. Fighting Pariden end game and not being able to build anything is not fun and is highly broken. (it is kept even during peace) I will remove it completely until it's fixed/redesigned ;) #2 Also you nerfed Curgen's Volcano but not Earthquake. Earth
Pariden rose as the major AI opponent, so you must have done something right. I still hope you can get AI sovereigns to be harder to beat, since those are the "real" decider fights. (sovereign vs sovereign should be epic) Though the winters grasp bug might be the reason? (it removes being able to build completely) This was the first game I've had that Pariden didn't get owned at the start, so I was surprised. Though something is messed up with the whole "withdrawal" thi
That's called Arcane forge ;)
There are options to flee combat. Escape scroll and escape spell. I haven't figured out how to get Book of the Winds reliable (I think it's RNG), but you get that and the eagles eye spell in the magic research tree. [quote]C) on option for permadeath for heroes.... beam me up scotty, et voilá I am safe at my town again....[/quote] Yeah this is kinda bad. On the offensive you get into a zone where you keep killing the same resurrecting heroes/sovere
Just FYI Tireless march stacks. So giving it +2 instead of one would be insane. 2+ champions and everything moves fast enough for me. [quote]1) With the pioneer changes (costing population), Arcane Monolith is even MORE overpowered than it was already. The mana cost for this spell should be doubled at the minimum, and possibly a cooldown placed on its use.[/quote] Population is easy to get. Use consulates to get your pop back up. Arcane Monolith is in no way OP, 50 mana is a l
Hey, as far as I'm concerned you guys are doing a good job. Don't take to heart everything that gets said on forums, they are just passionate if they complain ;) Consider making an archive of threads like this when you feel down. They should probably make you feel better after reading a bad post.