[quote who="sjaminei" reply="42" id="3305514"] Quoting nDervish, reply 41 You're wrong. I tend to play long games with most of my units coming out of a single, maxxed-out, fortress. Level 4 or 5 (depending on race) is where my units start their careers, thanks to +level bonuses from fortress buildings, it's not where they top out. At that point anything goes. You have AoE strategic spells to wipe out stacks of doom with, even in tactical y
nDervish
[quote who="hntr101" reply="39" id="3305355"]I may be wrong but the lightening hammer at most does +4 maybe +5 for units. It is only champions that get the big +damage.[/quote] You're wrong. I tend to play long games with most of my units coming out of a single, maxxed-out, fortress. Level 4 or 5 (depending on race) is where my units start their careers, thanks to +level bonuses from fortress buildings, it's not where they top out. By the time the game ends,
Additionally, list faction names as "Faction (Sovereign)" instead of just the faction name. In my first game, I made a custom sov without also creating a custom faction to go with him, so, in a later game, I had two factions both named "Altar" and no obvious way to tell which was which short of getting myself into the diplomacy screen and seeing which sov I ended up talking to.
[quote who="mmilleder" reply="3" id="3305209"] Get a hero with path of the governor, and level him until he gets it (someone has it from the start). [/quote] If that really is The Solution for road building, then the road building skill needs to be made [i]way[/i] more common. In my current game, I have two Path of the Governor champions. One is leveled into the high teens, the other is mid-twenties. Neither has been offered road building skill yet. T
I've observed the same issue with PgUp/Dn skipping cities in 1.12. For the list of cities in the Kingdom Report, each type of settlement is ordered alphabetically by default, but it switches between ascending (A-Z) and descending (Z-A) each time you open the screen. This is, presumably, a bug. The initial sort should either always be the same (alphabetical ascending) or it should remember how it was sorted the last time the screen was closed and still be sorted the sam
[quote who="Gaunathor" reply="8" id="3303245"] Quoting nDervish, reply 7 IMO, a unit's overall strength should be primarily a function of its level, not of how late in the game it was produced. The problem with this type of reasoning is the AI. It currently has big trouble keeping it's units alive and level them up. If all weapon damage scales with level, then the AI would be at an even bigger disadvantage than it already is.[/quote] OK, in that case, how about
[quote who="sjaminei" reply="2" id="3303210"]We need more weapons like this in my opinion, not less.[/quote] QFT. So far, I've seen a total of three weapons with scaling damage in the game (Lightning Hammer plus a bow and a spear that only appear as loot drops and seem to be pretty rare). I think offensive scaling should be the rule, not the exception. A level 30 unit has a [i]lot[/i] more HP than a level 1 unit. Why shouldn't it also inflict more damage?&nbs
[quote who="Andrew Meronek" reply="11" id="3303124"]There is a certain tech which allows you to purchase treasure maps from the city shops. When used, the maps create 'goodies' on the world map.[/quote] Of the default factions, only Altar has that tech. Custom factions need to take (IIRC - check the tooltips to verify) the "Heroism" trait to be able to produce quest maps. If another player has the tech and you're not at war, you can buy maps in their territory,
[quote who="coyote303" reply="6" id="3302954"]So, as a workaround until they fix this, will moving up next to a monster and then choosing to attack it avoid this behavior? (Just be sure auto-end-turn is off.)[/quote] For what it's worth, I never allow attack orders to run past the end of a turn (I like to control my units turn-by-turn for everything except long marches through safe territory) and, in something like 120 hours of play, I've never encountered this problem in the
[quote who="EvilSalmon" reply="7" id="3302536"]Then don't use that feature if it was implemented.[/quote] Nowhere did I say it was a bad idea. The OP said he wanted feedback and my feedback is that I would find it to be a "meh" feature that I wouldn't use. That's just as valid a data point as your feedback that you would use it. [quote who="EvilSalmon" reply="7" id="3302536"]Having a way-point for produced units would make re-enforcing the front lines e
I suspect that my problem with the missing units may be due to playing non-vanilla races. In my current game, I'm using Stormworld's Angels faction and, with Enchanters, Book of Air, and Book of Earth researched, I don't have any pre-designed summoner units available and none of the "Book of (Element)" techs show on the research tree as unlocking any units, but I am able to design custom units with Earth Summoner and Air Summoner abilities. I've just produced my fi
The upgradable weapon options also need to distinguish between blades and axes. Depending on your intended use for a unit, changing from a blade (initiative bonus, counterattack) to an axe (initiative penalty, backswing) or vice-versa may not be an "upgrade" at all, even if the base damage increases. I'll also second Alstein 's comment. I pretty muc
[quote who="Borg999" reply="5" id="3302182"] Quoting Borg999, reply 2 So you can play a "pure" death magic sovereign.[/quote] In that case, doesn't every school of magic need a Cloud Walk equivalent, so that you can play a pure Fire/Water/Earth/Life mage? (Or, of course, you can just learn to live without unlimited strategic map teleportation...) [quote who="Borg999" reply="5" id="3302182"]It doesn't really matter. It was just a side thought. I'd ra
Unfortunately, the "can be researched continuously" isn't entirely accurate... You can research them an unlimited number of times back-to-back, but you have to re-select it each time. You can't just select it once and then (continuously) research it until the end of time. My main complaint about the "Refined X" techs isn't the description, of course. It's that, when you get to that stage in the game, you have to go into the research screen and select
[quote quoting="post"]IMO, death magic needs a "cloud walk" equivalent.[/quote] Why? Cloud Walk is an Air spell and any mage can take Air Magic regardless of their Kingdom/Empire (Life/Death) allegiance.
Just one final note before letting this die a peaceful death, but you don't have to load the autosaves to check the turn number. Just mouseover in the list of saved games and the tooltip lists the turn number ("Season X") along with the game version and surviving players.
[quote who="baddl" reply="3" id="3301838"]I've never seen a faction surrender. But the behavior you describe doesn't make any sense indeed. Maybe the unrest in those cities should be higher, and that's all.[/quote] You generally have to be pretty far ahead in Faction Power to get an AI to surrender while it still has cities. If you have the patience for it, though, it can be very worthwhile to ensure that the sovereign is out with an army when you capture the faction
It could well be because of "Enchanters", yeah. That game was with Stormworld's Elves faction, so I didn't really feel a strong need to research staves. (This also kept me from seeing much of how effective the earth summoners were... I'm an Initiative junkie in general, and the Elves have a base +2 init, plus the better/faster bows trait, so the summoners only got to act once in all the battles I had them along for. The rest of the time, everything was dead
[quote who="dihir" reply="10" id="3301892"] In my experience 1 means every other turn. But the behavior I get from 0 does not bother me, either.[/quote] Odd. I just double-checked and I have it set for "Turns Until Auto Save: 1", my AutoSave is season 172, and PreviousAutoSave is season 171. Not sure why setting it to 1 wouldn't save every turn for you, unless it was an old version and it's been changed (fixed?) since then.
From what I've seen, the pattern appears to be that the list of reasons is only set during the AI-turn processing and is not included in saves, like the list of city events or enemies in your territory. When I first load from a save, the list of reasons is always empty; when I have ended at least one turn since loading, the list is always populated.
[quote who="dihir" reply="7" id="3301788"]Details: I have autosaves set for 0 turns between autosaves, so I get an autosave at the end of every turn. Note, however, that when I reload an autosave and then hit end of turn, my "previousautosave" and my "autosave" will be for the same turn, and this might bother some people[/quote] If that does bother you, set it for 1 instead of 0. Although it might be worded poorly on the options screen, the meaning of the setting is
OP is talking about when you "deliver the final blow to an enemy faction". Sounds to me like he [i]has[/i] taken the time to fight for the cities and is annoyed with having to remember to track down and take over every single defenseless outpost first. Not only do I agree, I'd take it a step further: When you force a faction to surrender, their cities and outposts should join you instead of committing suicide. By the time a faction is willing to surrender, going around
I have observed the same with Nature's Cloak: The particle effect will remain in every square that an enchanted unit has started a turn in until the game is restarted/reloaded.
FYI, I'm in the process of finishing up my third game with the summoner mod installed. In the first one, I got two of the "Book" techs and saw that they unlocked the corresponding summoner units, so all was happy there, although I never did get around to building any of them. In the second, I didn't get any "Book" techs, which annoyed me, so I installed the "No more raodom book of power in magic tech"[sic] mod from Nexus, which replaces the master tech file with one th
If I read the OP correctly, he already has a Merchantcross Bazaar and is being offered the option of building another in his other cities, despite it being a one-per-game building. If that's accurate, then this is definitely a bug, as the existence of one Merchantcross should preclude any attempt (by any faction) to build another.