I had this happen to me in 1.2 In older versions, the alliances would often actually get cancelled after 1 turn. Maybe they fixed the cancelling part, but somehow the message still gets displayed?
Fallenchar
I have never ever lost! I have err...restarted once or twice [e digicons]:grin:[/e] On Insane, it's almost impossible to win if you have the Spell of Making victory enabled. The AI will beat you to it. They cannot do the Quest victory, as Mfrast said. The Sovereigns are supposed to have different attitudes, you can see them in the Kingdom screen. I am not sure if they do much though.
That's a bug. Normally, the hero will receive an injury, even if your army wins.
Higher difficulty? No Pioneer exploit, no save/load. Only use standard Sovereigns. No army building / no Beastlord / no Enchanters. Create a custom Sovereign and Faction with traits you have never used before.
The Summoner path is very powerful. Granted, that's only because of one unit, the Air Elemental. Summon it strategically and never let it die, as it's (lightning!) damage and initiative go up every level. Combined with Wisp/Lightbringer or 9 Skellies for a powerful army. The other summons are not so great. The Ice Elemental is ok, but everything after the Air Elemental could use a buff.
[quote who="merlinme" reply="6" id="3391087"] If you wish AIs would quit sooner you can modify the chance they'll accept Surrender demands (although I've never tried this, I don't know well it works). Also a better defensive AI doesn't really affect Quest or Spell of Making victories; you don't have to crush the AI into the dust unless you want to.[/quote] Actually, on higher levels, you do have to crush the AI into the dust. Sovereigns never surrender,
Ok, ok, maybe I wasn't explicit enough: don't build conclaves with only 0 or 1 essence -> way less Conclaves, many more Fortresses and some Towns. More Fortresses -> more units -> no need to build them anywhere else. [quote who="merlinme" reply="2" id="3391020"] I believe the AI trains units more often in fortresses in 1.3. I'm not sure I agree with never training units in non-fortresses; I can think of four exceptions:<
Focus on your Sovereign. He/she can reach high levels (12-25) and become the most powerful unit in the game. It's almost impossible to do the same with your low level heroes, I'm afraid. Use them as scouts, errand boys or city governors. Or steal a magic trait from them, killing them. You can get higher level champs through Fame and quests. Many of those are already powerful
Enchanters is the best trait in the game, in my not-so-humble opinion. There are 5-8 other good ones, it depends on personal preference. I never pick Archers and love Binding, for example. Sovereign's Call gives a set (growth) bonus, while Meditation and Propaganda become more powerful if you have more Essence. Keep in mind the gildar from Propaganda are divided by the tax rate, making it a mediocre spell. I have to check for the names of those spells. There's also Pul
[quote who="Frogboy" reply="3" id="3384421"] AI does most of its thinking during your turn.[/quote] You already have your answer, from Mr. Stardock himself.
Tarth could work. I just wanted to congratulate the OP, Aotrs, on the great choices he made. My statement that most people prefer Men was simply based on my lurking of these forums...
[quote who="dsjdsj" reply="2" id="3390728"] Are there hard coded restrictions on when certain quests will never appear after a certain stage in the game has passed? Also, do all random events appear on pre-made maps?[/quote] No and no. If you skipped quests close to your starting point, they will still be easy/medium when you do them later in the game. Quest maps closer to home also provide easier quests than when you start them far from your startin
As an Air mage, you can knock down those archers until you can reach them. Life is the best spell school if your strategy involves high level monsters (Summoner/Beastmaster). Otherwise, it is still pretty good because of Sovereign's Call. General > Warlock I would rate Men as second best race, after Mancers. I get the impression most people value Men most, though. A good choice in any case. Your faction traits are also all very strong. The only one you&#
Steam synchs automatically, unless you turn it off. You have to turn it off in Steam, not in LH. If I remember correctly, you have to select LH in Steam and go to options. The main cause for crashes and freezes are other programs running in the background, like automatic updates. This does not seem the cause in your case. It might still be worth a try turning some off, though.
This is a very common glitch, not just with Fortresses. My games never crash, however, so I don't think there's a connection.
Have you turned Steam Cloud syncing off? I recommend you keep it off. I suppose you've already checked if you accidentally deleted some Sovs or factions?
I noted this behavior as well. My suggestions are slightly different from yours: [quote quoting="post"] The AI could do some or all of the following: - make more fortresses, build more unit-improving structures in fortresses, use fortresses primarily only for generating units, - make fewer conclav
I've never seen it either. I suppose it's too difficult for the AI to decide when to use which summon?
Your first question = a bug. Second question = that's normal. You can also select which army to attack if it's the other way around.
Caravans are 'useless' at best. Usually, they are the cause of many movement bugs. I don't see how anyone can suggest more functionality for them.
[quote who="GFireflyE" reply="6" id="3387831"] How much and how often do you adjust the 'tax system' during the course of a game? There is a balance where if you want more money from your cities, you take a production hit to do so...I have often found the trade off to be worthwhile. [/quote] Well, I like your improvement to the tax system. Instead of always having 0% tax, now it fluctuates between 0 and 10%. As much unrest as my buildings
What Phazonfreak said. Sometimes, when you randomize opponents, they'll have different AI levels. Apparently, Tarth is a higher level than the others in your game, gaining them some bonus traits. You probably already know this, but units can also get some traits from the city (Fortress) they are trained in. This even applies to non-standard troops like elementals.
This has been discussed many times. On higher levels, monsters will ignore the AI more and more. It's WAI.
I always pick the weapon with the highest initiative bonus, +3 or +4. Much more useful than 10% spell damage. You have to be prepared to start in the front row, but since you act first, that shouldn't be a problem.
The AI can and will try to win using the Spell of Making. Swamp is useless, I don't know about rugged though. Sjaminei was talking about a bug. Normally, you just have to backstab your friends to win [e digicons]}:)[/e]