[quote who="salikgyula" reply="9" id="3355700"] i am sad when luck of design, and polish is confirmed this way: "it was not in the focus" If it was not in the focus why we got: -self designed units, -so many armor and weapon types - trait tree for the heroes These features are only usable in tactical battles, but right now you dont need it, you just have to click on attack the nearest enemy and win...[/quote] You are over si
Anelyn
The higher the difficulty, more bonuses to AI players, probably including starting money, mana, troops, possible resources. Just conquer it back and he wasted 1k gildar :)
Also moving without taking any combat actions (like casting spells or using skills) puts you in defense.
Maybe they are experimenting with the option of expanding your city into a forest / river / coast to add the production or food bonus. Am not really sure if it would be good to allow construction of those 2 improvements with snaking, they would sort of kill a bit of decision making when settling a city, and only factor to take in consideration would remain the number of essences available per tile. As it is now, I can go for a no essence 2/4/0 or 2/5/0 tile that is near a rive
The be all, end all of LH tactical battles are directly tied to your heroes development & gear, and strategic map control (mainly on resources so you can build better troops with more bonuses or upgrade existing ones) and obviously, shards upgraded. Any tactical spell that benefits from shards power increases exponentially with the number of shards your empire / kingdom controls. Those dictate the outcome of battles more than "stronger armies" can do. Sincerely how many times did
Of course I do. They are cheap to produce en-mass (well 4-6 depending how big the map is) early game to meet everyone and also spot all quest hubs, see resource spread, lairs / wild lands and plan my moves accordingly :) Scouting (exploring) is a very important aspect of 4x games.
Ah I see thanks, there's no info about this, and I thought each champion has a chance to spawn, but their level is increased (and they are given a class & skills based on that) :)
In my game Tarth has 7 cities and going for 8 shortly. They are also most powerful faction (it's early game stage, hard AI / world, medium map everything normal setting). I'm playing lord Relias and I barely manage to keep 2-3 faction power points above krax and lord vega (we're all hovering in the 32-35 area) while Tarth is already at 78 FP. Have yet to find Procipinee curious how they do. BTW Tarth is already demanding tribute left and right and hates everyone el
Ah I see, thanks. But doesn't this impact the effectiveness of such a champion if you are getting him at 200-300-400 fame when he would be level 9+? Or then they receive some abilities spent in the trees?
First time since playing I saw Spear Maidens used by both Krax and Tarth, and archery Scouts for Tarth. I know if you designed units for a faction, when the AI would play it, would make use of those. But I never designed spear maidens nor scouts with bows, and never seen those before in 0.85 and 0.87 :) Not bothered by it, on the contrary am surprised in a pleasant way :)
Howdy folks. Doing my first playthrough in 9.0, random map, medium size, hard / hard settings (to get used to changes and actually focus on testing them instead of beating the map). As soon as I reach 100 fame, I get to choose a new champion. 1 option was a spell caster which I already had 2, and other one a defender Troll. Obviously wanted the troll for his
Am sure we will get MP at release (or shortly TM ) it would be a pity to not be able to play co-op vs AI, or team vs team games. Would help the community tie bonds even further and create clans or faction stuff - shortly put will really add a lot to the game :)
Thanks parrottmath :) Still would be nice to have an in-game option to change or see those difficulties! :)
Having inspiration cast on city, as well as more essences (not mentioning conclave + upgrades and specific improvements) will always affect your research rate, as well as city level / growth and unrest. AI's will always trade techs and make pacts with each other as well. Regarding that, it depends on their traits and goals. I always have Magnar starting the towers before anyone else if he's present in game and in top 3 faction power. Personally depending on fac
You should know by now that all frogs want a kiss to become a charming prince / princess :)
Well to be fair, the bar got it's uses for you assigning most important stuff (like skills / items) and spells that you use most or must have a visual indicator of their cooldown. Then again coming from heroes of might and magic series, where you always had to go through spell book to cast spells in combat or strategic map, is not really a problem to open the popup menu for spells each round. What I would like - if is not too hard to implement, is an actual spell book (sim
Did she play Baldur's Gate series at least? That's one of the classic EPIC games :)
Quick question, any way to change world / AI difficulty for scenarios, or at least see the information on how they are set? Otherwise I presume all settings for scenarios are standard ones - in which case would be nice for release to have the option to buff scenario difficulties or lower it (for those who are not very good with strategic part vs multiple AI's but still want to see the story unfold). Thanks!
Press V to have all stationed troops exit. There is no bug, if you build on the square an army is, it will get stationed instead of moved outside your borders randomly :)
Women always pay attention to those little things :) PS: We need more female LEADERS.
"-Yithril told me to attack Krax" Empires are always jealous of each other. And Krax never holds back from throwing acid remarks towards Yithril "Yo Vega, still having problems holding a Bow? It's not so complicated, even Magnar's slaves can do it.". So Vega decided to force your hand to attack Krax. He also tried with your allies but they don't really take him seriously since he can't read :)
It's same for civ5, and you really don't want to use auto explore. It's not so tedious to manually move the scouts and is more rewarding in doing so. On auto they move in a direction until they exhaust all movement, with roads this makes them skip uncovering locations etc.
Heya couple thoughts that bother me when trading with AI players. a ) An AI should never give you his last piece of crystal, metal, horse or wargs despite that you pay the price they are asking for. This will leave them crippled and unable to train / upgrade units that require those materials. b ) Every single type of resource that can be traded needs to keep a minimum value (non zero). If I want to give the AI player 200 metal because I have 600, but he has 300
That actually makes sense. So instead of building a group of 3 paladins for example, then upgrading it to 6 for just 90g, you should also pay for resource costs to add additional units, in crystals and metal. Supporting this.
Yes wizard, but the ability a, b, c all improve your critical strike chance and damage, same as going for break you get shadowstrike levels. Current design is really good, you specialize in a path and pick couple things on way there. Remember skills / spells don't make or break a hero, but equipment for melee and shards for casters. They are just bonuses to help you specialize better (so a fire mage with % spell damage and 6 fire shards will do more damage than a fire mage with on