In a recent game under the released 1.5 Vetrar left the cold confines of his wildlands area to roam freely all over the land. You'll note in the save I've linked below that he is hanging out right next to one of my towns with some wolves to accompany him. I have mods disabled. https://www.dropbox.com/s/ykt94no3y5urujt/For%20Testing.EleSav
Fezziwig
Well, fired up a new game tonight and Vertar (sp?) was wandering around the map--not too far outside his snowy zone, but still--and he (it?) picked up a wolf mob to accompany him. I haven't witnessed Vertar attack a city, but I don't think the fix is completely there yet.
Yep, I have had this happen numerous times. The NPC mobs cast a summon spell and there is a sound effect, but no unit appears.
[quote who="stockbreak" reply="14" id="3421153"] I have yet to find him, is there a quest to complete, just like Mausolos or the other "special" heroes? I think the other ghost female hero (Corinne the Archivist?) is just awesome![/quote] Gallowman and Corinne, the Archivist are just Champions you may get when you qualify for a new champion. No special quest required.
Also odd is the fact that in the same game Altar sent a champion with one creature into the "Scrapyard" wild area. He ran around picking up all the loot and NONE of the big golem/elemental armies attacked him. Instead they left the area and went after one of my nearby towns.
In a recent game, an Altar champion was able to move into a square with an existing wandering elemental army without battling it. So, in essence, the Altar army was stacked on the same tile as the random wandering mob's army. There was the (2) to show the two armies were stacked.
Yeah, there are a lot of tweaks one could do to the "weapon" traits. It would be nice if there was a line of traits for ranged weapons as well, instead of just tacking the one trait, "Rain of Arrows," into the Assassin line. There is room for something like a "Double Shot" for bows, or arrow attacks that knock prone or slow, etc. I also feel like the other non-mage classes should get some attack bonus skill choices as well, although perhaps not quite as high as the Warrior bonuses
This happened to me in my last game as well. It was a Hoarder Spider group on a map tile. The game basically froze after the Hoarder Spider used Summon Spider and I had to use auto-resolve to end the combat.
[quote who="coyote303" reply="11" id="3418878"] I mean, already as the Dead you will really NEVER be able to build things like the Mercantross Bazaar because you take forever to get a town to the second level. I played the Dead once (on hard), and I really enjoyed it. They started slow, but their advantages let me steadily advance my race until it was the most powerful. I played on a small map, and I didn't build a single town--all fortresses and conclav
[quote who="parrottmath" reply="2" id="3418606"] It is not necessarily a bad strategic move for the AI to tremor the caravan. This does prevent the caravan from reaching its destination and might disrupt your economy (most likely not, but maybe). Wither was a particularly nasty one since it doesn't actually have an effect on the unit it targeted. We should probably make a list of spells that are worthless to cast on a caravan unit. I suppose people feel tremor is not wort
I think the post title says it all, but in my current game an AI sovereign has cast tremor on a caravan unit, so caravans appear to still be targetable, contrary to the 1.5 changelog. Also, another odd AI issue cropped up after I took over an enemy sovereign's city. The sovereign had several separate pioneers running around nearby the city, and she sent one of them alone to attack my city that was fortified with a strong army led by my sovereign and several city defenders.&n
You know, the male and female undead shouldn't be so unequal. It's hard to see much of an advantage in the male units--yes, you get 3 trait slots compared to the 2 the female undead units get, but the female attribute that halves physical damage is so powerful you rarely care. Maybe "Undying Curse" should be a male only attribute?
[quote who="MadCowKing" reply="3" id="3416815"] Don't use skeletons. Use ghosts (the female version of their units), they have 50% physical resistance. Build them from a high essence Fortress with Aura of Might and they can take a ton of damage without any armor. With Undying Curse, you can get them up to groups of 6 by killing wandering monsters long before enemies can max out their army size. You can compensate for the inferior weapons with Heart of Fire.[/quote] Yeah, the
I'll try to verify the cache now. Let's see what happens.
[quote who="StevenAus" reply="1" id="3416803"] I think any difficulty level above Challenging gives the AI lots of free traits. Though if you happen to capture one of their units (Tame or Silvertongue) you get to keep the extra traits (although obviously not the HP bonus).[/quote] That must be it then--it must be an Expert difficulty perk for the AI. Thanks. The perks make AI archer squads very difficult in the early going. lol.
Ever since one of the recent patches it seems like most of the AI units and heroes just start with tactical regeneration. Checking the units I see that it isn't enchantments that are being cast on the units--they just come with it. It's also not limited to one faction. Is this a difficulty level modifier? I'm playing on Expert? It seems very strange. Grunts, Slave Militia, heroes, everyone seems to have tactical regeneration???
[quote who="parrottmath" reply="56" id="3416681"] Quoting StevenAus, reply 55 Yeah. As long as your whole army doesn't get killed, you would just continue with one more injury and stay where you are. Also, can we please have a way to dispel a strategic spell such as Tremor, Freeze and even Tornado, even if it costs mana per unit that is "cured"? A simple solution is to increase the cool-down for these spells. (Possibly to 5 turn cool down for
[quote who="MadCowKing" reply="1" id="3416688"] The Dead do start slow but they have some big advantages. Their units can get the undying curse trait, which increases their number by 1 for every enemy they kill. Their female units have 50% resistance vs. physical damage. Their terror ability allows them to lock down powerful creatures to be whittled down. I think the key to playing the Dead is to focus more on troop production in the beginning. Get some cheap troops out fast
Nope, no mods. My mods are disabled. I can add that it only appears to happen with AI sovereigns.
I know this bug was mentioned in another thread with respect to one particular unit (I think it was Bonesplitter?), but I've started to see various sovereigns and possibly heroes also have this bug. In a recent game, General Carrodus appears on the map as riding a horse with ANOTHER horse standing over him (basically straddling him) on his horse. Not a comfortable riding position for General Carrodus, as his head is positioned--err, you can picture what I mean. The bug s
I really like the idea of the Dead, but they are ultimately not really workable as is. The principal problem - pioneer spam by other nations. Other nations can spit out pioneers and population so quickly that have a ton more cities than you as the Dead and, in turn, they can spit out much more powerful units due to the technology and production advantages. Thus, even if you declare war on anyone close by early, which you have to do, you aren't able to easily win the unit
Very odd. I have only had one crash in some 6 months of playing the game. And I've played a LOT of games. Maybe you should pass on a dxdiag to Derek.
How about a change to staves? Currently, I no longer have ANY need for most of the staves in my party. Maybe somebody can point out their value, but items like the Staff of Incineration are useless on heroes because the initiative hit is just too much. I want my HERO mages casting their spells as quickly as possible, so I'll just equip the mage with weapons with initiative bonuses, or staves like the caster one that have no initiative hit. Even the rarer
I definitely agree with this. To be honest, when I first started playing the game and got one of these letters, I spent a considerable amount of time trying to figure out what they were. Intuitively I thought they must trigger some sort of quest, but over time I realized they were just junk. Considering they are confusing to new players, I vote to just give them a junk value or to change them entirely. Also, I think there are other items that could stand to be
[quote who="Illauna" reply="18" id="3414398"] Lol I've never seen an outpost upgraded by me either I know they are useful I just kinda forget about them. Production queues are very tight in this game. Unless I'm doing something wrong.[/quote] I have also often used the Armory for the +50% to attack for outposts that are at chokepoints. It's also a very useful way to kill of an "epic" creature like a Dragon earlier than usual, and basically can keep the AI from