[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.
dihir
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.)
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.
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).
Do you have a screencap of your faction relations screen, where it shows the sovereign's personality? Some of them have traits like "ridiculously overvalues X" (not sure of the exact phrasing).
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.)
But... "wraith cloaks" should I think have something to do with wraiths... no?
[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.
[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
[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).
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.)
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.
I think this is a bug, I could be wrong: Enchantment costs for spells on defeated sovereigns are paid for by the defeated imperium, and not the new one.
[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.
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.)
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.
[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.
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.)
Have you tried right clicking to cancel?
If you are looking to win through attrition, try getting some spell mastery and using dirge!
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.)
I would rate your border collie 9.731482602 Not having met it, you understand...
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
[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
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).