[quote who="thimon2k" reply="1" id="3526518"] "allies" who are blocking the road. [/quote] Don't know if you watched the stream so FYI... SD did acknowledge this (allies blocking roads) and is fixing the problem.
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[quote who="thimon2k" reply="1" id="3526519"] Have also seen this problem with cities e.g. where no road are formed between a new city and the old city. [/quote] Yup, cities take time to establish a road connection and it does not appear to be related to any city building, my observations suggest the further away the longer it takes. No idea why SD put in a delay for settlements but outposts do it instantly. I Like the instant approach but would be
Have only seen this once. Placed an outpost and no road formed. Waited several turns, still no road. http://screencast.com/t/q6vFqjtVrVx
When you select a unit and click its destination, it does not move in a straight line. It may be looking for the shortest (least movement points) route and usually does a good job of finding it. However there are many times when the path between start and end has no intervening tiles with movement penalties; as shown in the picture below. Most of the time this is no big deal, however when you are trying to uncover the FOW and you unit takes a detour for no rea
dominion spell - i am sure this is not what was intended. * costs 0 mana, never misses, permanent, basically same as hypnotize I have heard you guys mock hypnotize but i think it is good. Convert high lever SK units at 0 log. Builds a powerfully army early
[quote who="Squiggled" reply="4" id="3526214"] There's also a city enchant that gives +1 logistics to a city. It doesn't cost any essence and is stackable. Basically gives you infinite logistics. [/quote] OMG, i did not know that you could stack +1Logistics and did not notice it was not using up essence . Great find ... i bet this will change. Going to give this a try [e digicons]:D[/e]
[quote who="geniusisme" reply="33" id="3526215"] 2. Empire building is a must. Without it it is no more 4X, even assymetrical one. For me it feels almost ok now, but a little bit of additional city spaces (or ability to create them via spells, quest, etc) would be nice. [/quote] Strongly agree. I understand the comments and premise of the doom stack concept. I like to play both styles, at times just racing a doom stack, other times taking my time g
Minor map anomaly Note the area highlighted, nothing is in it so it should be dark but it is not. http://screencast.com/t/rTa5VnlN Zooming into the area in question you can see a mystery yellow blob. May or may not be the reason for anomaly. http://screencast.com/t/Cliq4xsqfW7
[quote who="Borg999" reply="1" id="3526142"] I don't know if this helps, but when I have a location I want to remember, I send a scout there and set him on "guard". Then when I'm ready to go to the location, I just click the units icon to bring me there. [/quote] Thanks borg. have used this method and it does work but with obvious limitations the biggest (at least for me) was using up valuable logistics
[quote who="Squiggled" reply="1" id="3526075"] Interesting that the question of capturing all shards came up as I just tried doing that about a week ago. Chant of Vitality + 7 chaos books = super-easy to capture all shards on huge maps. [/quote] Great Job Squiggled [e digicons]:thumbsup:[/e] . What difficulty level were you on? I have tried the exact strategy a couple of times but i was unable to produce pioneers fast enough to captu
[quote who="thimon2k" reply="1" id="3526039"] and the mountains look so good with a little hat [/quote] Agreed, but attic trees? not so much Still think harvest spell should harvest, arctic or anyplace else
[quote who="thimon2k" reply="1" id="3526042"] think that logistics is a global resource, while food is a local resource. [/quote] Correct, I thought about that right before i posted figured I'd ask
Please, PLEase, map markers, PLEASE Ok I know I already posted this topic, but having just finished a large map I was VERY frustrated. During early game exploring I located a hero statue and key minor race quest caves/monuments. Being early game I was not strong enough to take out the baddies standing guard. By the time I was able (mid game) , I spent 30 min trying to find them again. Taking a lot of fun out of the game! I know it i
* The strategic map typically does not show tile resources correctly for new settlement. i.e. tile may show no resources or something like 3 food/4 production; when the settlement gets to level up the resources on that tile are different. * Thunder strike can be cast centered on a blocked tile (like one with a stone on it). All of the sournding tiles take damage and hero does not teleport. * Chaos enactment of dodge: seems too powerful or last breath is under powered.&nb
I did this as an experiment. Large random map, commander sovereign, start game and beeline to the "reveal heroes" skill, quit and repeat. I did this 10 times to see how many and what Secondary heroes would be in the game at frozen hero monuments. results: 6 games with 2 additional heroes, 4 with 3 additional heroes. Hero occurrences: Tan-9; Nap-7 , Per-3 , Kep- 5, Dor- 0 Could just
This may or may not be a bug but it feels that way to me. You can't cast harvest mountain on arctic mountains. I see no reason why they souled be any different than non-arctic mountains
Some really cool ideas anninhilator
[quote who="Frogboy" reply="25" id="3525652"] Quoting Borg999, reply 24 Honestly, right now with B4, I'm finding the items I can craft to be mostly underwhelming. Even with the enchantments? What sorts of things would you like to craft? [/quote] With enchanting i am
[quote]Dire Shops (shops run by SK cronies where you can spend doomsday points to get certain, special equipment) [/quote] Really like this idea. Make it have not only special equipment but also rare crafting resources.
3) or 4).. Allow the SK to get heroes from minor factions when allied. Hero on hero action [e digicons]:D[/e] Oh and before i forget again, just wanted to say thank for asking these kind of question
[quote who="Alstein" reply="14" id="3525414"] I also think we need some endgame dungeons. [/quote] Yes, V hard with legendary items in them
[quote who="Alstein" reply="14" id="3525414"] Doomsday to me right now seems trivial and it's not something I'm scared of at all. [/quote] Seems like a pretty common observation. hence the need to do something if doomsday is to really mean anything. This can be fixed without a connection to the magic slider but what is the harm? Magic slider all the way up = more magic points for me, more doomsday pts. per shard and per turn count. If t
3) Expansion SUPPER happy to hear! Great ideas from Tsathoggu, so i went back, found it and copied it here. Different Sorcerer Kings? By Tsathoggua on January 21, 2015 12:31:26 PM from <a id="ctl00_ctl00_
2. Empire building. …. Is the game about your EMPIRE or about the Party of heroes .. Why can’t it be both? You need to build a strong empire to put together a strong party of heroes. I like the way you can strategically building your empire defensively to protect shards and hold back the SK’s forces. 2b) … more types of administrators to the game as time has gone on...  
1. Doomsday clock speed. Your description is a bit lacking so not sure exactly what you’re thinking. I have always played on normal magic so not sure what the slider even does. My baseline => played dozens of games over ~300 hours mostly on Insane or Insane-1 difficulty. I have never come close to maxing out the doomsday counter, highest it has gotten is about ¾ of the way up. The existing spell to lower the counter is available is it gets too h