I've gotten him every game so far. I have yet to defeat him in the initial 1v1. I don't think it's possible.
Darxim
I am in favor of just about anything that's been suggested here, or in the many other threads requesting a change. It's bad enough that you can't see a single tile beyond your ZoC, so early game you can have monsters just show up one turn shouting "Surprise!" and razing your city the next. But it's also bad that fairly early game you can, through no fault of your own, have deadly monster armies wandering your territory. Even if you stationed all your units in
"I was going to spend my cocaine money on it, but if you don't want me to get it, that's okay. I can just get more blow instead."
I've been playing Mancers since they got +1 move rate, and I really like having the Road Building trait that they get (it's not in their description, but they get it). When I'm sending my Pioneers out to settle a new city, I have them build the road along the way. Later, if I decide I'd rather have a different route, or I'd like another road somewhere, I can make a cheap unit with the Road Building trait (it's available as a 0-labor cost trait for custom un
I know this isn't exactly what we're talking about here, but... The starting area tile yields should all add up to 9, and let you pick which one you want. Just for the starting zones, although expansion areas could use some work, because I mostly just see 1-2/3-5/0. The workaround for bad starting resources is to hit Ctrl-N, which will start a new map allowing you a shot at better starting resources. The problem with this workaround is it only works for you,
This is why I don't play Beastlord anymore. It feels like I'm either gambling or cheating.
"Now that I think about it, I could play World of Warcraft instead. They've got pandas now." I'm assuming she knows of WoW's reputation.
I've run into these problems as well.
I've seen this many times since I started playing in version 1.1 (although 1.2 came out 2 days later). The problem only corrects when the borders expand again.
In regards to the linked thread, monsters are more likely to ignore AI players' units the higher the difficulty. I play on Insane, and AI units are never attacked by monsters. That's how they make it harder. Stealth is a dead trait to them at that point (well, it's a dead trait anyway since it doesn't work, but it would still be if it did, at that level).
Stealth has never worked. I used to run it in my custom faction, but my armies kept getting attacked regardless. I switched to non-Stealth, and my units were getting attacked at about the same frequency. I don't think that Stealth is intended to prevent cities from being attacked, but it's obviously not working as intended so far. I reported this issue back in 1.2. https://forums.elementalgame.com/4397
I've had the same problem in the OP since before LH. I keep anti-aliasing turned OFF.
Was that the opening turn of combat? I've noticed that that tile (I think it's that tile) is not traversable. That's probably related to why it says that unit's out of range. The program will place units on non-traversable tiles, like where your Sand Golem is. They can walk off these tiles, but not onto them. Apparently it might be causing other issues. Of course, that particular tile where the mite is looks like it should be traversabl
There are a lot of places where the tooltip doesn't update correctly. The worst is when you're selecting strengths for a custom faction.
I looked into it myself and there's no way to delete a custom faction. You can overwrite it by creating a new one and using the same name, but not actually delete one.
Fox, in the second screenshot he posted, it shows he has 375 food with only 191 population, so that's not it. Considering the information in the screenshot, I can't even imagine a scenario where the growth would still be 0.
The UI says 4.
I've seen the same problem and I have AA turned off entirely. Always have. So that's not it.
Yeah, even if they have no cities, they still live. I know because I just lost a game where I built up about 20k gold and then bought every city on the map that wasn't already mine with Broken Loyalties, razed them all, and then got swarmed by all the roaming armies (even though an event had just occurred where everyone declared war on everyone else, yet they all attacked me for some reason.... BEFORE I razed all their cities).
Sometimes a resource (Clay Pit/Iron Mine/Earth Shard/whatever) or Outpost will bind to the wrong city. It's obviously closer to another city than the one it bound to. Also, it might be inside the ZoC of the nearest city, and outside of the ZoC of the city it binds to instead. I have a screenshot here that illustrates both of those (I touched it up a bit to highlight it). I also have a savegam
Yeah, it does seem like the penalty to accuracy is gone. After having run an army of bears thanks to Beastlord, I'll sometimes get strings of 8 consecutive hits. It's supposed to be 15 accuracy off each hit, but starting with 87 accuracy... 1 - 87 2 - 72 3 - 57 4 - 42 5 - 27 6 - 12 7 - -3%? 8 - how am I even hitting an 8th time?
With 2 queues the Quagnar would be overpowered because they could just crank out slaves with no consequence.
I would like to see the trait selection be more vertical than horizontal, with more starting points.
[quote who="Chubberz" reply="6" id="3336377"] Quoting Alstein, reply 5 That said, they have serious unrest issues, so they have to pretty much go on a razing spree. That's the reason why I don't play them. Sad really as I like the idea of their play style. [/quote] Just make a custom faction.
A level 20 bear is absolutely killer. He walks up to a guy, hits him once for 12 damage, then hits him again 7 times for 12 damage each, dealing 84 damage total in a single attack. I typically play as a Beastlord, so I'll often have an army of just bears, and I'll tear through everything. So, no, bears don't need to be stronger.