dihir

dihir

Joined Member # 4881110
21 Posts 282 Replies 803 Reputation

[quote who="Tilarium" reply="5" id="3296140"] So.... empires = evil and kingdoms = good? So much for my noble Empire of Gondahar.[/quote] That would certainly be one way of viewing things, but it depends on how you play, also, I imagine. It might be something of a stretch to call some Kingdoms "good" for example. Meanwhile, everything dies eventually, and a patient and gentle empire could easily be better than any of the kingdoms.

10 Replies 16,209 Views

Also, for what it's worth, that is not the right screens. When you click the "Govern" button, you should have on your right a "Foreign Relations" screen, and in that screen you will have an option to select each faction you have contacted. It's that screen that has the details about the AI's personality. (You also have a "Speak To" option from that screen which will take you to the screens you showed.)

17 Replies 329,105 Views

Empire can only use death shards, Kingdom can only use life shards. In my experience, they will auto-convert to the kind you can use when they are in your territory and a new turn begins.

10 Replies 16,209 Views

I think you are right, the AI side of a non-aggression pact does not actually have a duration in turns, despite the game's declarations to the contrary. It seems to be tied to the faction's overall opinion of you which, in turn, is influenced by things like "Influence". Anyways, I think this is a bug of some sort (if nothing else, it's a bug in the part of the game that displays that the pact will last 50 turns when that is not the case).

3 Replies 9,095 Views

Monsters will only venture a certain distance from their lairs, if they are still standing. (There are apparently other mechanics also involved -- they have their own criteria for their decision making, including some intimidation factors where your cities can scare some of them. But I am not sure if any of those are relevant for dragons.)

18 Replies 18,857 Views

[quote who="KittenAssaultTeam" reply="25" id="3295797"]Resoln looks to me more like mid to late game nukers that units needing dodge. With 10 Death Shards and sovereign specced for spell damage/mastery and generally death magic, Dirge of Ceresa can wipe out normal mobs in one to two hits, touch of entropy insta-kill anything for over 300 damage and the summonings from death shrines are awesome free scouts with 3 moves. The only thing that could pose any problems are units with magic immunity.

84 Replies 261,980 Views

[quote who="Bobchillingworth" reply="23" id="3295727"]I created a custom Wraith faction w/ Lucky, intending to make a crazy-OP army of dodging warriors. So far however I haven't been particularly amazed. Sure, you can get the dodge rate really high with the right combination of traits, equipment and mounts, but it takes a long time to get everything together, and low health still makes combat dangerous. I think they're balanced fairly well now. [/quote] <p

84 Replies 261,980 Views

[quote who="Kongdej" reply="6" id="3295579"]In the campaign, I found it best to focus on mana, and spamming "Destiny's Gift"... Sincerely ~ Kongdej[/quote] That worked great in 1.02, but I think it's not so effective in 1.1 (in 1.1 the bonuses have been reduced and the cost doubled). Also, there are things you can do to counter an AI which has used this tactic (in 1.1 anyways).

8 Replies 14,004 Views

Armies that are only good against trash can be fine if you have a high powered champion to go out and conqueror cities. But with this strategy you need some way of keeping the pace up, because your only real defense is the spearhead offense of your champion. (But this is a surprisingly good defense, in part because of the resource limitations involved in building good units, and also the lack of an ability in the AI to form useful situational goals.)

84 Replies 261,980 Views

Apparently, this bug is worse than I thought. I just stumbled over a pariden 3 essence fortress (one essence being a scrying pool) with no enchantments -- not even meditation.

1 Replies 8,414 Views

[quote who="joasoze" reply="1" id="3295464"]Are you sure that they dont act as a shard in calculating the effect of death spells.[/quote] I do not know how the spells get calculated but I am totally sure that they do not contribute to the displayed "shards per turn". I can post screen shots if necessary.

2 Replies 7,868 Views

Death temples are supposed to be giving me "+1 death power", which I thought meant "death shards" but apparently means something else because they are not increasing my "shards per turn" count. This is either a documentation bug, or a bug in how shards per turn get calculated. (Note also that the details you get when deciding to build the improvement does clearly indicate that they do not increase death shards per turn.)

2 Replies 7,868 Views

For what it's worth: I have sometimes gotten to end game without having any mounted troops (or, sometimes, without any troops), because of research priorities and building priorities.

42 Replies 31,400 Views

[quote who="Kongdej" reply="5" id="3295413"] Quoting ZuZu2617, reply 3I think the button should highlight in green when auto explore is on and it should switch off if you take a manual action with that unit. I think too Sincerely ~ Kongdej[/quote] That sounds like a good idea, but I imagine it would not be sufficient, since sometimes toggling explore causes movement.

5 Replies 3,008 Views

I also wish I had some way of knowing if explore was turned on or off... (But I never use it now, which solves that problem.)

5 Replies 3,008 Views

I have sometimes seen my mouse position (the way it is rendered) be very different from my mouse position (the way it is highlighted). Could this be related to your problem? (I have also seen trivial obstacles destroy a route -- I wish I could turn off the feature where units move further than one tile in response to a mouse action on the strategic map.)

1 Replies 4,043 Views

If you click on the recruiting camp, you will see a city name, that it is attached to. If you go to details, on that city screen, you will see a list of improvements, each with an "X" beside it, which you can use to remove the improvement. I have not tried this, with recruiting camps (I mostly use it to cripple threatened cities if I feel that I cannot defend them and will not be inclined to re-take them any time soon), so I do not know if you wil

4 Replies 28,869 Views

[quote who="jonnoc" reply="18" id="3295031"] Quoting jutetrea, reply 11 Frequently my late game armies are a melee champion to tank (high def and/or dodge), a spellcaster champion with a bow and as many archers or staff users as I can fit. All mounted with tireless march for 5 movement. I am the same and I'm sure majority of the players do this if not all. and thats why end game

42 Replies 31,400 Views

Another horse variation might be something patterned after the mongols: in addition to the horse armor and training, each unit gets five horses (giving a strategic map movement bonus).

42 Replies 31,400 Views