Ah well I never used summons as troops replacement (as in summoning them on map and taking them with me in party) just in the combat phase, and for me they always did their job well.
Anelyn
And this next LP don't underestimate the wolf packs! :) Heck I'm even careful and conservative when going against bear cubs :D
I'd love to see how a catapult would fare vs a pack of wolves (yes MadDjinn hinting at your LP 3 Bandit's Queen with.. insane wolves experience haha - speaking of which I find them fine, they have low hp and no defense, all their strength lies in Swarming a target with their high initiative, look at them like errr faster mites with fur :D).
Just add a button next to Done - Upgrade ALL.
Am not sure how they could "fix" this to not backfire. If am doing some quests and they spawn in enemy territory, and they are not really warm towards my faction, I really don't like being forced to go to war (Especially if they are stronger than me) just to get to the quest point. I guess it shouldn't bother you that much that they send pioneers left and right, if you wanted said spot you should have made a priority in settling it, either with a town or an outpost, you can
They are fine as of .87 It means you won't pimp out all your units next season with mounts, nor will you have enough to give them to everyone. In time you will get to the point where you can afford to have mounted troops on 3 or more heroes. And there is always trading. Just sayin' Unlike Civ5, the AI will always trade you a resource, EVEN IF YOU TAKE EVERY BIT OF IT, as long as you offer him an exchange he finds fair. So there's no "I won't give
It should be Tarth with a mix of cloak & daggers and some life / water or life / earth spellcaster to support the good (bad) guys in action!
The game is not meant to be played to fill all skills on both trees of your hero(es). Is not D1-D2-D3 in that regard where you replay content to get a bit more xp and get another skill etc. The purpose of the game is not to fill your skill slots left and right, is to explore, develop, and achieve victory (or fail) with several options on how to achieve that. You can clearly see this from the design of game. It makes sense for example as a spellcaster to master one or two of the school
Ummm ok couple things. Only first hit is affected by defense. After that you do normal damage (as in sort of break the defense of the enemy with first attack). The game doesn't update the defense icons - needs fixing, but the damage you deal to said unit after 1st attack with a similar unit clearly shows this change. It's a good mechanic which makes defense good to weaken the first impact, or preserve a unit longer during combat, but is not a "you do no dmg coz I'm defendi
After watching your Bandit Queen LP 3 vid: The bug with enchantments window displaying all players enchantments is only related to using previous versions save games. Starting a new game has no such bugs. Also horses and wargs retain their .085 bonuses if you play a saved game from that version since they are stored within the saved game. To best experience the .87 changes start a new game (with Tarth preferable :D) and then it will all come in a differe
[quote who="Stupidity10" reply="38" id="3353213"] Quoting abob101, reply 304) The spells are perfectly fine as they are. If someone is doing too much damage with a given spell, it means they have a large amount of shards of the specific type which influence said spell (can't compare a blizzard with 1 water shard, non upgraded vs one with 8 fully upgraded). Which means is your fault for allowing them to control that many resources You do not need shards to make bliz
Stack of Doom? You mean like 9 wizards all casting blizzard or smth? That's absurd. You get best results by mixing troops. It doesn't make sense to bring more than 2 heroes in a group. Same as you need to mix melee and ranged, physic and magic damage and abilities that support your group in any situation, have some tankyness units to hold the line and push in, while the real damage dealers, be it melee or ranged are doing their things out of harm way.
Well I don't embrace the idea of restarting a game just because I got a non-ideal start. With the way the resources per tile are balanced / capped now, my opponents will get an early advantage but nothing overpowered. Unlike Civ 5, there is no such thing as having a spot that can cost you the game, it's a bit more challenging - yes, and encourages you to scout more quickly to find better spots, rather than sit in your corner :) There are no unit-only weapons in the game. They
No the skellies weren't defending, it was an attack with a full health pikes group after the skeletons attacked them and missed. Then same thing with the group of militia (they were on different sides of the battlefield so each draws some attention and don't get swarmed). I don't think the 50% armor pen is overpowered. Yes is extra damage, but is not full damage. Is at best 50% of the damage you would have normally dealt. There are spells and abilities that
Ah thanks for clearing it up. Yes in a duel situation tiny map this will be as you described, some factions are tailored to bloom mid-end game (like most summoner / heavy casting ones, when getting more shards and more spells increases your potency). But this is a limited sort of scenario, plus depending on map (like random generated ones) there may not be enough beasts or the ones you're counting on. However your solution is plausible and logical. But keep in mind that come mid-l
Just a user note on this thread, despite I did (hopefully) contribute to bring some aspects / bugs to attention, I do not agree on all points risen in this thread. For example: 1) Cap on resources is fine, balances most spots, and having a bad start (3/4/0 for example) vs an opponent with a theoretic awesome spot (6/5/5) would be disastrous, especially if said lucky one is your warmongering neighbor with advantages from difficulty level as well.</
Yes that's VITAL to inspect the enemy you're about to attack (or if you get ambushed, spend first round checking what mix of units and abilities they have before deciding a course of action or retreat if necessary). I remember in a game couple days ago I was in early game, with a level 5 hero and level 4 spearmen / militia and a golem lvl 3. And run into a simple cave bear pup. Level 2. 8 or 10 hp can't recall. And he went straight at my militia and mauled their @$$ into o
If it would be infinite, then how would you get the benefit if there is no end to it? Is not same mechanic as a city generating growth / mana / research etc. Intended mechanic, I don't see a problem with it :) Tho, if you're researching the repeatable tech in 1 turn (meaning you're so pumped out on research & everything else) how comes you did not win the game yet? Did you raze all your enemy cities leaving them only with the most
It depends a lot of where you are when you cast the spell, and what is the AI doing (if he can actually get over to your location in 10 turns time) or if he has visibility of the location where you are casting the spell in order to summon units or cast damaging spells etc. But - IMHO - some changes should be made to Diplomatic / Spell of Making / Epic quest victories, to make AI "aware" of how you try to achieve victory and do something to prevent it.
That is already in place. When you damage a group of archers, they lose 1-2-3-4-5-6 etc members depending on the quantity of damage they received. This diminishes their damage and HP as a group obviously. They still retain full functionality of any skills / traits / abilities they had, as expected. What you propose with CC or debuffs to affect a single unit from a group makes no sense with how the game core mechanics for tactical combat are implemented. So if there's a pack of 5 w
So here I was playing princess Porcupinee (it's my way of calling her, shush), on a large map, well into mid game tech wise, each AI has long established their kingdoms / empires, towers needed for spell of making were already in the making by several factions, war was wagging between different factions etc. I was most powerful nation, followed by Kingdom of Tarth (~170-190 faction power each of us). I was about to make a decision on which victory I should try to achieve, when it
Different monsters fight different, each have strengths and weaknesses. You can beat that single ogre or troll who's looking strong or deadly, and get mopped by an army of darklings flagged as weak. It is not an accurate measure of how well you will do in battle. Their strength indicator is more tied to level / numbers. If you get surrounded by groups of 4-5 mites they will instagib your hero or whatever unit was there. Swarm bonus etc. You need to learn how
The damage tooltips are not accurate, they still need fixing. You can have the potions (any of them) by researching into Magic Tree. The prices are fair, you shouldn't lack money by the time you get with research at that point. The rarity of those curing potions on map is intended because if they were abundant the scars (negative effects if a hero dies in combat) would lose any meaning as you would carry 300 potions to instantly cure the effect. The summons are fine as the
@Derek Paxton: I applaud your decisions, I enjoy last patch a lot more than what was before. This is a 4x game with RPG elements, and in that regard IMHO is one of a hell great mix put together. Can it use some polish here and there? Everything can, as long as is meaningful and has a purpose. When I get a new weapon, or research new equipment, I want to be able with a quick look to see what are the gains / loses of using it instead of what I am currentl
[quote who="davrovana" reply="2" id="3352845"] When do we get the dynasty DLC, so my Mancer sovereign can defeat Ceresa and make half-wraith babies? WHEN??? On the other hand, I don't want a half-wraith baby splitting my xp.[/quote] You shall never defeat Ceresa. She's the most powerful (and smexy) channeler to ever step into Elemental! She will however, depending on mood, either turn you into a zombie, or have you clean up the elemental shards