[quote who="GFireflyE" reply="20" id="3348530"]I still don't understand why your first city needs to level up to 2 so bloody quick. I don't even have enough time to select my second and third building sites. Consequently, when the option to level appears, I have NO idea what I want that city to BE yet.[/quote] Sometimes, I haven't even *found* a second city site by the time my city levels up. Basically, I go the route of: "Essence? Lots of essence? Ok now you're a conc
animageous
[quote who="tamides" reply="7" id="3348364"] I would say he should have 6 in movement .. [/quote] That would make him faster than a wolf in combat! Heck, then Ascian would be as fast as a warg-mounted unit with Charge! Seems a bit excessive to me. However, being an ancient panther assassin, it wouldn't be too hard to believe...
[quote who="Lord Xia" reply="4" id="3348407"]They are pretty crappy, I built them once and then never bothered with them again.[/quote] Dang! I was really hoping that they had some kind of use. I really like the idea of weapons particularly designed for city siege or defense. Perhaps they could be buffed and their movement reduced to 1? That way you would more or less be forced to use them for city defense, which they should excel at, or city sieges, but it should take you a long time
[quote]AI is wasteful of mana. In particular, it shouldn't use mana on fights where it doesn't need to. (In fights where AI power rating significantly exceeds enemy.)[/quote] My question here is: does the AI *actually* have mana limitations? I was under the impression that it has as much mana as it feels like, since often when I go into the "Faction Relations" tab, they have their amount of mana listed in the negatives. Once I saw an AI with -1024 mana, which leads me to belie
The scout tactic is something I've employed often, especially when a random dragon has decided to wander into my territory and threaten my cities when I still haven't even discovered iron weapons yet. I must admit, it's kind of annoying having to spend the next 200 turns moving a scout around distracting and baiting the dragon, but it beats the alternative of all my cities getting razed because there is no possible way to defend them.
[quote who="GFireflyE" reply="12" id="3348110"]Roads are color coded and owned by the faction that built them. That means that you need a treaty with another faction to get their road movement bonus. (that also means that you cannot utilize enemies roads during war) Roads cost an upkeep of 0.1gp per turn. If cities are an average of 10 tiles away from eachother, that means roads cost an average of 1gp/turn to connect them. Any independantly connecting linkage of roadway connnec
[quote who="GFireflyE" reply="18" id="3348116"]1. A world wonder can ONLY be selected for building IF the queue is in an empty state, thus the wonder is the only item in the queue. 2. When a world wonder is in the queue, no other item can be placed in the queue.[/quote] I can think of a problem with this. A human player could still keep the wonder in a state of limbo by putting it in queue every turn and then demolishing it and starting over. Though I suppose they would be w
[quote who="GFireflyE" reply="5" id="3348118"]When a hero comes to your service, that hero should show up at the capital...not at your sovereign's location.[/quote] This always struck me as odd. The fact that the heroes you recruit spawn next to your sovereign seems to imply that your sovereign, drunk on the fame and fortune they have just won by looting that mighty dragon's lair, decide to confer "hero" status upon some random dude they found lying drunk on top of the dragon&
Yes, when it has an arrow saying something like "Zone of Control +1 --> +1", all it's saying is that you won't *lose* your zone of control bonus by upgrading the building to the next tier. You don't gain ZoC from building it, but your city's ZoC doesn't decrease either. For some reason, numbers are always in green, even if they don't increase the value. The only time they are in red are when they *decrease* a value, e.g. Black Market raising unrest.</p
[quote who="GFireflyE" reply="11" id="3348112"] Strength has been removed in 0.85 Muscle has been changed to +1 atk and -1 init [/quote] Has the 0.85 patch been released yet? Also, I dislike the fact that the pool of traits for units is getting smaller, even if some traits were identical.
[quote who="bigduncm24" reply="18" id="3348034"]In the original CoreSpells there is both an escape ability and an escape spell. Using the ability version is not that powerful, but could be still useful to an undersized Tarth army. Using the ability version, there's a couple reasons why it wouldn't be too powerful. First, no experience is gained. Second, the ability version does not teleport you anywhere (ie your capital), meaning, if you attacked an army, they will likely attack you d
[quote who="NaytchSG" reply="3" id="3347992"]I would like to see every city (or at least the capitol of your nation) have an additional option for +1 essence at city level up like conclaves do now at level 3. I mean, does anyone take anything else at Conclave level 3? Ever?[/quote] I do! I take the +20% research option when my heroes don't have enough spell schools or spell levels to make extra essence worthwhile, and I want that little bit extra on one of my conclaves
I've never actually played with teams, but I assumed that it was the equivalent of entering a persistent Alliance Treaty with them. Does it really give no additional benefits apart from that?
[quote who="NorsemanViking" reply="51" id="3347246"]-add in a new defensive trait to counter charge. Call it steadfast or dug in or something. 20 labor cost. Adds 3 or maybe 5 armor on the first turn and gives ANY weapon +1 counter attack on the first turn[/quote] Hm, I dislike the idea of a trait that exists specifically to counter another trait, just because that other trait is overpowered with the way the current system is set up. I would prefer fixing tactical combat so that charg
[quote]-Leveling: Hero leveling feels very... slow. When I'm playing once I get 3-4 levels it feels like I've hit a brick wall. I can go around questing, killing, even soloing things with just my sovereign and never level up. Hell, one time I had it on easy and spent over 20k mana on experience for my hero and barely leveled up. In fact it was cheaper to use random stat boosts till I got 5 health, then paragon level myself instead! This really makes the entire 'leveling tree&
[e digicons]k1[/e] for that highly amusing graphic. He's got a bow - RUN!
Haha, yeah, it's pretty dumb. I never understood it myself. I justified it by thinking that the two battles are happening at the same time, so all your defenders rushed to stop the first attack and were caught in the rear by the second group. No, but seriously, why does this happen.
First of all, a great big [e digicons]k1[/e] to mqpiffle for making this thread. What a fantastic idea! Now, on to the UI things I agree most with. [quote] Quickslots for strategic spells [Azunai_][/quote] I intensely dislike having to flip through my spellbook repeatedly to buff units, especially. It's not so much of a problem when I want to cast enchantments on cities (they are on the first page of the spellbook and in plain view most of the time), but when I
[quote who="jutetrea" reply="8" id="3347344"] Bloodthirsty seems way more powerful than emnity.. could be wrong though.[/quote] Nope, it is. Enmity is kind of eh, bloodthirsty is quite powerful.
Just a question, how/when can you usefully employ siege weapons? I got the technology (coming as it does rather late in the tech tree), and immediately started churning out siege weapons, thinking they would be great against massed enemies. However, instead, when I took them into battle against large enemy stacks, I found them to be too slow and do too little damage to actually justify using them over other units. Then I thought, well maybe they're more effective in city sieges, a
[quote who="sharpxe" reply="1" id="3347624"]this extremely boring especially when archers picked weak hero in first turn, after that ever if you killed every enemy unit without losses, you will be teleported....[/quote] Right, but does it happen even with two champions in the stack? That doesn't make any sense.
Uh, actually, I'm pretty certain I've come across the "+1 initiative" enchanted backpack too. I thought it was a bit weird at the time, but glad to see somebody else has encountered it too.
[quote who="Naidrev" reply="8" id="3347201"]I would like to see the "hit and run" aspect of the Tarth in their combat mechanics. For example, when they are in groups of 3 or smaller, their units have a 20% chance to survive combat even when killed/defeated. This would help the units function in smaller groups, and actually make attacking with many small groups a viable tactic, as you can afford to lose battles to weaken opponents.[/quote] [e digicons]k1[/e] I like this sugges
[quote who="Alstein" reply="2" id="3347092"]No patch this week may be a sign they are really considering some things- this is a good sign right now. I can wait another week or two if it means better systems.[/quote] Yeah, this. If it takes them more time to improve the game, then give them that time. It's much more important that changes are implemented properly than that they are rushed out as fast as possible and end up appeasing no one and wasting d
[quote who="jutetrea" reply="4" id="3347411"]Agree, any unit that can't eventually get at least 3 movement will get parked by me. I'll suffer the slow jug armies @ 3 moves with frenzy just because they're that awesome. They can then get to 4 with tireless march. Ascian COULD be an awesome unit, but I usually regulate it to the stack that just needs a hug.. hero to claim loot. I just got Mausolos for the first ti