Use it near magic shards, rivers, prestigious locations and dragon lairs (3 essence baby!). Also count squares depending on your map size. I think it's 4-7 or something. It's easy to find good spots if you know what to look for ;)
sjaminei
I wish there was a spell to destroy roads... not make them ;) And a small roundabout fix is just making an outpost near or beyond the new one. It should get connected then. I usually end up spamming outposts all over the place for consulates anyways, so never noticed this problem.
New game. Same issue in two different patches.
Well, this is the second time the game has run into some annoying save game bug for me. The first wasn't that bad since I had an earlier save somewhat close to it and could load that one. This one was more annoying since I didn't. Both the save below and the previous save is corrupted somehow and takes ton of time to load and then crashes the game. If you can't fix it right away give us more autosaves? Pretty please ;) I think the first savebug was with 1.19 patch, but not 100% su
Well if you make shitty stuff, expect to get hammered for it. In the case of Wilson, he did make design mistakes, not necessarily personal ones, but since he is the one in charge, he gets the blame. That's just business as usual ;)
New glitch list: #1 Outpost bug with high tower and recapture. Goes into negative and lessens ZoC instead of increasing it. Reload fixes but highly annoying. #2 Paragon is bugged with +1 hp pr. level modifiers, and works even when you have 0 health to pay. +1 hp pr. level modifiers like Hardy at start lets you abuse it with no cost other than mana. Without that it feels right, since you end up with below 20 hp and that kinda sucks ;) #3 Kinda pathfinding bug
You are the only one caring about diplomacy in the game. AI's ignore it completely fighting everyone weaker than them, and thus it ends up being FFA every time. (even if it's borderline retarded declaring on you when there is one other AI topping the power score and the AI is fighting him too) So alliances is only for you to use with weaker AI's if you feel like being nice ;)
NAP's doesn't work. Don't bother paying for them yet ;) Diplomacy is pretty much broken atm. I hope they fix it soon.
Tidal Wave works everywhere near water!! (even in enemy land) That alone is good enough for me to warrant the 4 tile requirement. Tidal Wave used on the offensive is awesome! (and I get no collateral either from strategic spells except firestorm)
Spam consulates to get your cities up quick. Also works well together with sacrifice for mana after they are lvl 5. When I do simcity, I always end up with 6+ consulates pr city to get their growth up. (most of my cities are conclaves not towns ;) )
[quote who="nDervish" reply="7" id="3307971"]If the AI were completely deterministic, then it would also be completely predictable. How I suspect it actually works, rather than being a pure crapshoot, is that the state of the game world and your actions are used to set the odds of the AI taking certain actions. What you do, diplomacy-wise or otherwise, does matter, it's just not 100% decisive.[/quote] Yes, there are odds/RNG or something. I've postponed wars a coup
[quote who="Borg999" reply="2" id="3308046"] Quoting sjaminei, reply 1Tidal wave is insanely powerful and cheap. (40 mana last I checked) Firestorm costs a hefty 200 mana to cast, there is your main difference. Tidal waves 4 water tile requirement makes it interesting strategic wise, and counterable. (even if AI is bad at using it now) You want a spell that is essentially "water firestorm", and that is boring design. And you still have Vetrar's Howl that is similar enough
Tidal wave is insanely powerful and cheap. (40 mana last I checked) Firestorm costs a hefty 200 mana to cast, there is your main difference. Tidal waves 4 water tile requirement makes it interesting strategic wise, and counterable. (even if AI is bad at using it now) You want a spell that is essentially "water firestorm", and that is boring design. And you still have Vetrar's Howl that is similar enough to the "water firestorm" you want. I fail to see any problem here.
[quote who="mqpiffle" reply="2" id="3307690"]Diplomacy in FE sucks. I've been harping on about it for years.[/quote] Hello time traveler? ;) But yes, diplomacy is nonexistant. The AI's are all at war with each other too at the same time, which makes it even more ridicilous.
#1 Strategic spells hotkeys, or just a better spell interface. Finding them and using it multiple times is a chore. #2 Diplomacy AI. Make it possible to "please" stronger AI's, and make non-aggression pacts actually work. This breaks the game so much, you get punished for exploring which is bad design, and everyone is at war with each other all the time, which is retarded. #3 A button for removing army from city. Selecting them one and one after each capture is a pain in t
[quote who="Frogboy" reply="49" id="3305311"] Quoting Heavenfall, reply 45I don't like that pioneer gold cost one bit. It makes taking wealthy and selling all your items the most winning strategy. If you want to limit early game pioneer spam, just make building a pioneer drain 20-30 population from the town it got built in. This is a very interesting thought. What do others think? I don't think the Civ model would work for Pioneers because g
[quote who="nDervish" reply="41" id="3305473"] You're wrong. I tend to play long games with most of my units coming out of a single, maxxed-out, fortress. Level 4 or 5 (depending on race) is where my units start their careers, thanks to +level bonuses from fortress buildings, it's not where they top out. [/quote] At that point anything goes. You have AoE strategic spells to wipe out stacks of doom with, even in tactical your heroes should be able t
The AI seemed better when I played it on ridicilous though somewhat nerfed tech wise?. Still annoying that they insta declare on the second you are below them in power, makes diplomacy completely redundant, and exploration a bad idea since you want to be left alone as long as possible in the start. They did some 3-pronged attacks on me and stuff, didn't see those coming before. (they seemed coordinated because they were full armies with heroes in them, before it was usually just "
Got some weird save game bug with this. I failed bad at a mob, and reloaded. But then the mob was damaged from the fight before? My stuff was still at full health so very weird. (One Obsidian golem that I killed was at 1 hp, and easy as hell to get next time too)
You are using the huge map mod right? I think there is a bug with that and cities making starts like that. I get them from time to time as well, and just CTRL-N a new map ;) (afaik there was a fix for this as well, but I didn't get that)
[quote who="Rhaegor" reply="14" id="3298567"]I can't play like the OP, though I guess I wish I could. I would not have fun abusing/exploiting spells like Paragon in that manner. I am of the opinion those spells are broken and need to be fixed/balanced. Sounds like he had fun with this game though, so good for him.[/quote] The AI fights back though. In my 2nd Insane game I'm fighting Thundering Charges with 333!! Defense. Lord Markin went nuts on refined defen
I would like to make some really simple quests to spice up the endgame a bit, but they don't seem to work. I want similar stuff to the cave quests, where you enter something and fight without much choices/movement etc. but the choices seem to want to send me away, and when I don't put anything there it doesn't work. I only have one objective in the quest "1 Fight the monsters", is that the problem? (or is it my making of 3+ dragon party in the monster fight?)
I would like some feedback on this, so a small bump. The champion enhancement opener early game is fun, and needs some tweaking to be balanced right. I feel opening with magic research should be this strat, and some tweaks to warfare and civilization to make distinct opener for them as well. Warfare should unlock overpower trait somewhere to counter big stacks from civilization so army size isn't as powerful as it is. This could make opening pure warfare more viable
[quote who="Gaunathor" reply="24" id="3303509"] No, challenging is the best AI without cheating. It is supposed to be on equal footing with the player (neither side gets any bonuses or penalties). Once you go above challenging, the AI just gets bonuses to HP, resources, traits and so on, but the algorithms used are the same. [/quote] Yes? And? You are just proving my point. The AI isn't good enough to fight well without bonuses, so up the difficulty to where it fig
[quote who="Gaunathor" reply="19" id="3303414"] What about challenging and below? If the AI can make good use of certain things only because of the bonuses it gets on expert and above, then it is bad design, in my opinion. [/quote] AI's are supposed to get better when you up the difficulty. They are supposed to be bad at certain things at challenging and below. That's not a balance issue at all. If it feels "broken" up the difficulty until it's not. I'v