I'm recently starting to make use of the Summon Familiar/Imp spells. FOr those not aware, they cost a permanant 1HP from your soverign to summon, and they're fragile little creatures who can cast every spell (but not skillls) that the sovereign can, albeit without the soverign's spell mastery or spell damage bonuses. They're immensely useful for things like hasting yourself or throwing various debuffs onto enemies, or casting heal. They're fairly useless at offensi
NanakoAC
altar are overpowered. nothing compares. end of story.
the game REALLY needs some kind of manual deployment. I'm sick of my familiar dying because it has 14 HP and no defense, and it gets placed in the frontline. Wolves just charge straight at it and 1-hit kill.
it's a magical friendship pony ^^ i've had it twice, but i never got around to actually USING it.
I agree with everything you've said! It rings especially true for pariden. They have spellbooks to give four of the five available schools of magic. So you'd have to be an idiot to design a sovereign with anything but life magic. You take just that one spell school and learn the rest later. spend the extra points on Brilliant and Attunement and Impulsive
[quote who="fenwe" reply="9" id="3277641"]A military conquered city should lose half to three quarters of all built improvements, regardless of who conquers it. Spells that allow you to take the city using influence should not be affected by this, since they aren't really able to be captured that way until mid to late game, or at least I have never had the influence to do it until then.[/quote] for what it's worth, i don't quite agree with this. i think late
[quote who="Bobchillingworth" reply="6" id="3277579"]In Civilization IV (and Fall From Heaven), cities typically will lose a little over half their structures each time they are captured. Having myself been astounded at the goodies you can capture in FE in a high-difficulty game early rush, I can see why that mechanic exists. [/quote] ha, in ffh it was more like 95%. almost nothing is left :p but structures aren't the only thing here. There
agreed on all but adventurer, i jut don't think saving a bit of gold is very good. I'm always loaded with any faction i play, gold is never an issue if you play right
it's been fixed in 1.02 apparently. try out the new patch and let us know if there's any skills still not working, that should ^^
Everyone has probably seen throwing knives. They're technically an acessory which is found frequently in treasure, and can be bought quite cheaply from your shop after some early tech. They give a short-ranged attack (3 tiles) which has a cooldown. In theory this should provide an interesting tactical option, for example allowing advancing melee units to throw one before entering the fray. In practise however, they're pretty useless I don't think i've ever seen
Fortresses: -One in your best production area. make it a strike garrison and fill it with armories and barracks. Produce almost all of your troops there. -Fortresses in far reaching areas which are on a frontline and need defending, but your army is stretched too thin Enclaves: -Cities with lots of essence. Ideally 2+ Towns: -Next to gold mines and any other financial bonuses -In sites that have tons o
autoresolve doesn't work amazingly in general, i feel. The unit with the lowest defense seems to almost always take damage, even if it's an archer and you\re facing a horde of slow moving melee creatures. restricting mana usage would be nice, yes ^^
the various different wildlands have different conditions for clearing them. Some require you to kill all enemy armies (possibly including ones that might have wandered out of the area) Some require you to only kill a specific boss monster Some require you to investigate all caves/treasure areas And at least one (Imperium) requires you to found a city inside it, on a specific spot (it's the only buildable tile inside the walls)
A little context leading up to this situation. I had just lost a single, lone juggernaut, which got ambushed by a flame lord. Elsewhere on the map, i had lord relias, alone, he had move orders to go to a tile just below a northern city which was about 20 tiles away from where he was. and elsewhere, an army of 4 units including my soverign, with no move orders. At this point, my maximum army size was 5, so that army had one space in it. These two armies were my only units
so i'm playing a trog game, focusing on early zergrushing my enemies. I've wiped out 3 factions and conquered 6 cities, before i finally decided to go into a settling down and building phase. These cities i've taken, are unlike anything i've ever seen. Thanks to turning the difficulty up higher than i ever have before, the AI cities were given massive bonuses, which are now mine. I took the krax capital which has a BASE yield of 6 grain, 3 materials and 2 essence. It a
could someone please test the attached save file. I can't load it. Whenever i click load, the game music skips for a few seconds, and then the game crashes to desktop about 10 seconds later, every time. I've tried this five times so far but it just won't work :( i have two autosaves which were after this, and they won't load either. So my trog empire is just gone if i can't get one of these files to load ;-; file here: http://www.m
That army is part of a wildland. The Great Scrapyard i think it's called. They definitely do have defense against blunt, though it may be less than their other defenses. Regardless, there are a few ways to deal with heavily armored units. In order of ease: 1. Spears. They partially ignore armour. Stack up a huge bunch of spearmen with as much armor as you can get, and go a-stabbing. 2. Elemental staves. Fire ice, (and lightning for pariden). They're in the magi
[quote who="Glowing_Ember" reply="9" id="3277243"] This is in fact a bug, that ai is supposed to play by the same rules as the player.[/quote] i'm not sure how you came to that assessment. It's rare in any game that the ai plays fair, and it's certainly not true here. It's already been proven that the AI gets free essence, less monster attacks, and the ability to found cities in unsuitable spots.
i agree, the AI doesn't seem to know when or how to attack. does need some improving
18 armies on one spot? sounds like a great excuse for a tidal wave!
make it so that in order to tame beasts, you have to bring them down to low HP, then throw a pokeball at them. pokeballs can be purchased from a shop for 15 gold each
as far as i'm aware, it forces a unit to pass a magic resistance check each turn, or skip their turn. maybe that's wrong i once had a sorceror use fear, and most of the time when i tried to attack him, it just said afraid on my unit, and they automatically missed. i lost that battle :p so i think it's related to attacking the source of said fear
i think you should get them :( i don't want them to die
This thought may not be popular, but my suggestion is to chuck it out of the window. there's enough resources already :p i wouldn't miss influence if it completely vanished from the game.