Seconded. Only way to "fix" is to dispel the enchantment and recast it.
Fezziwig
Actually, it happens randomly. Not sure why this is the case. Definitely something in the code somewhere.
Well, I mentioned in another thread that the Wilding Hermit often summons a Wilding only to have nothing appear on the battlefield. The Dark Sorcerer (appearing on the map due to a random event) can summon demonic allies. However, in a recent battle he repeatedly cast Demonic Ally only to have nothing appear in response to the cast. The first time he cast it, a demon appeared. The next two times nothing appeared after he summoned. This appears to be a bug?
[quote who="StillSingle" reply="5" id="3413924"] Quoting Fezziwig, reply 2 Will the AI ever be modified to use the outpost improvements? I always feel like I am cheating when I use them because I have never seen the AI upgrade them. I generally find that the AI has more upgrades on their outposts than me..... Sweetness patch by the sound of it [/quote] Are you sure? I, and many others on the boards, have reported that we have never s
Will the AI ever be modified to use the outpost improvements? I always feel like I am cheating when I use them because I have never seen the AI upgrade them.
[quote who="Damion_Scott" reply="1" id="3413651"] Look around the map a bit. I've seen the spell cast and the wildling shows up, but then dies once you kill the caster. So if you get rid of the hermit that cast the spell you might not notice the summoned creature.[/quote] Yep, I know what you mean, but that was not the case. The hermit didn't die for several rounds and no summoned Wilding ever appeared.
The title says it all.
Unfortunately, the AI monsters are starting to revert back to the old way of webbing and beguiling the wrong units in 1.4 (I also have the Dead DLC). I've had spiders web a unit after it was already successfully webbed by another earlier, and the targeting seems off again--often the ranged casters are getting beguiled in my party. Hopefully this can get fixed. I also see that Caravans are getting withered again.
Yep...the lack of being able to do much of anything gets old fast. I like a bit of a handicap against the AI, but I've played the Dead faction for several hours today, and it just does NOT really work. You'd have to get incredibly lucky (say a map with loads of bandits and ruffians, or a hero with Sovereign's Call) to even be able to keep up with the AI. It's just too easy for non-dead factions to get growth and SPAM PIONEERS. There has to be a fix f
Ok...I understand how you raise population, and I also understand there are a few ways to get population growth through a building or two (for a couple of cities) that is an exception to the "Dead" faction rule. However, regardless of the game I start, I never have enough human mobs on the map to kill to add population to my cities. I end up incredibly behind the AI sovereigns on the harder levels. I haven't tried the easier levels. The inability to get to any 2nd
[quote who="Ericridge" reply="4" id="3412701"] Edit: Even more bugs discovered. -Yithril Cities for Undead race. -Recruited heroes can use feed and elegy abilites even when they're not undead. -Undead scouts can't scout and only can move 1 tile a turn in rough terrain. That's all for now. Undead dlc is quite messed up lol [/quote] Yep, some fixes are needed for the Dea
I agree that allowing the AI to upgrade them is the best solution. However, I kind of wrote off the idea of the AI being able to upgrade outposts at this point since it has never been implemented even after our repeated requests. If the AI can't do it, I'd rather that the player can't too. Giving a fixed bonus within the zone of control for an outpost seems to be a decent fix.
Considering the AI does not seem capable of upgrading Outposts, I suggest that we do away with the upgrade paths and simply apply a certain set of bonuses to them. How about a set Offensive and Defensive bonus of 25%, and maybe have them already have a zone of control like the high tower upgrade which is 3 squares? You could also have them reduce enemy movement by 1, which seems fair. I think this would help make games a bit more interesting. I often upgrade outposts a
So, I know many people don't use auto-resolve, but I like to use it to clean up the fodder in mid-late game when I clearly will win with little loss. As in previous versions, the game appears to hang after auto-resolution of combat with my Archer Sovereign army stack. Strangely, the "hang" or "delay" (which is quite lengthy--sometimes 10 seconds or more) only starts to happen after my Archer Sovereign has picked up a few levels of Assassin. Originally I thought Rain of A
[quote who="Twentyslashdash" reply="45" id="3399413"] I've seen that error where AI can do this as well.[/quote] Me too. Two AI archers ended up in the same tile last night when I was playing. Awkward.
[quote who="GFireflyE" reply="27" id="3399148"] quoting post*** Unreleased *** Added the Slam ability (monsters with this ability get a 25% to cause victims they attack to lose their next turn). umm....does that mean that all the existing creatures are getting an overhaul if Slam is to be warrented? or does that mean that only the few new creatures added to the game in 1.4 will have Slam? EDIT: nevermind. re
[quote who="merlinme" reply="15" id="3398641"] Your suggestions are fine if I thought the summoning line needed boosting, but I don't think it does, really. Summons do get somewhat more powerful because they get more levels as part of the summoning path. Summoned lightbringers and skeleton horde are useful even at the end of the game, for distracting the AI from your trained troops. The summons between Air Elemental and Grave Elemental are less useful, but I do cast them occasi
[quote who="merlinme" reply="12" id="3398372"] Quoting Fezziwig, reply 9Why would I even spend the time going down the entire summoning line so I can potentially summon one Death Elemental--perhaps the most useful of the late game summons--when the "direct damage" mage tree provides for lots of bonus damage, bonus spellmastery, mana reductions, etc.? I hope we all agree something needs to be changed here? Well, not really, no. The summoning line is arguably less po
[quote who="korn469" reply="10" id="3397781"] Also with the AI valuing metal at 0, it only seems to do this if it thinks it has "enough" metal. I've seen it do the same thing and I've seen it also occasionally value crystal at 0 if it has a large surplus.[/quote] That's what I originally thought until I paid close attention in a few games. Several times I had AI sovereigns coming to me pleading for help and they lacked metal--not completely, but they didn't
[quote who="smeagolheart" reply="8" id="3397596"] Quoting Fezziwig, reply 7 Really, summoning an elemental for fodder by placing it next to a dangerous unit it really just a method to trick a sub-optimal AI into ignoring the real threat. Any AI worth its salt would ignore the elementals (except, perhaps the Death Elemental due to Death Ward) and simply attack the biggest threat on the board, and a single Elemental is not going to be doing much more than nickin
[quote who="merlinme" reply="6" id="3397491"]Ice elementals (automatically slow attacked enemy units) and air elementals (awesome initative, can knock over units) are great army boosters early and mid game. What most people miss about summoned units in the late game is that it's much more effective to summon them tactically. This is mainly because it gives you an extra unit in a full stack, but there are other reasons: 1) Summon them where you want on the map, e.g. ne
I kind of think the outpost upgrades should be dropped from the game because the AI can't use them (at least I have never seen the AI upgrade one). I feel like I'm cheating every time I build one.
[quote who="StevenAus" reply="3" id="3397097"] As far as abilities go, Maul is an ability that extends a normal attack, rather than being a special attack in itself. Unlike a special ability that doesn't cause counterattacks and doesn't get a second chance (unless that ability specifically allows for it), Maul is functionally an ability that Extends Regular Attacks rather than being a special attack in itself. So it's a case of Attack -> If hit -> Maul
[quote who="smeagolheart" reply="1" id="3397083"] I've noticed the AI casting wither on my caravans as well. ooh that showed me who is boss! Caravans should be taken out of the game imho as the serve no useful game or even fun purpose. Juggernauts get a backswing on a Maul miss because they use axes and axes get the backswing effect as part of their thing. The backswing seems to take place at the lower percent attack that you get from maul. So if
Here are a couple of bugs I've noticed: 1. Metal does not seem to have any value in the trade window during diplomacy. It seems like metal should at least have some value to AI sovereigns who are low in metal and currently losing a war against another AI sovereign. 2. Wither - On several occasions I have noticed that the AI casts this spell on Caravans. 3. Juggernauts - the unit that can be trained by one of the factions.&nb