Why would you waste super valuable horses on a pioneer? That is madness! Now mercenaries are quite cheap too produce. Unfortunately mercenary tech needs to be lower on the tech tree or something. They are also too infrequent on the map. Possibly make them come from a building you could add to a city?
Nathan E
Really? Next game will use that!
Lower land should work over a 3x3 area to also take care of adjacent mountain sides. Currently, I have tons of mana but its too frustrating to bother with.
Noticed the same issue with champions getting map loot that they already are using. The loot database seems to have a good number of weapons but less in armor and shields.
Thanks for the pics. Too bad no map overview picture.
I have a 4 core Intel CPU and .85/.86 does close to 100% on core 1, almost nothing on cores 2 and 3, some varying activity on core 4. Doesn't behave the way I thought a multi-threaded game would. My first .85 game is on a large map at challenging difficulty, 7 opponents. Been playing this single map non-stop since .85 released. I started off on a large peninsula by myself that only allowed me to build 2 cities. Lots of desert area near my start. Was far behind when
[quote quoting="post"] -Fire/ice elementals are too weak. They are too hard/expensive too summon and give too much exp/loot. [/quote] I don't think they are too hard/expensive to summon. They don't do too bad when added to an army. Though a summoned ice elemental only moves 2 squares. He would be much more useful with 3. So then increase the fire elemental from 3 to 4. The ice elemental's ability to
I took 3 champions into battle with a Shrill Lord army. Thought I'd be smart and Firestorm them first to take out their health. Then my 3 got Titans breathed twice. On the 2nd wind gust, two of the champions got blown off screen and out of the battle. The tougher guy, stayed in there and killed a bug. Then the big mom bug took him out, battle was lot. Afterward my wimpy spell caster from that battle was a little dinged up. He got 6 different permanent injuries from
Perhaps the AI is lair farming? Usually doesn't take that many turns before a new mob will spawn at some locations. [e digicons]^_^[/e]
Would prefer that newly trained units would stay in their home city, rather than what happens currently in .85.
The entire unit is attacking as one but getting killed off individually. That is why the attack strength will go down after you kill off some of a units members. So it makes sense in a certain way.
Oh! Thats how I got so many of the same magical weapon. LOL
The 6 rewards thing was the rat quest bug. I'm not clear if the escape key closing quest windows is an issue or not.
The hide/retire stuff is also a little confusing.
The default pioneer can be edited to travel faster, see farther and also be cheaper to produce. [e digicons]:D[/e]
Was wondering about this myself.
It would also be useful to clearly indicate on screen when armies are stacked. I've killed one enemy army in a map square. Then gone to move into that square. Low and behold there was a 2nd enemy army in that square who had been temporarily invisible.
Caravans, foreign outposts and oddly built foreign cities all cause pathing problems in .85.
The AI hardly ever uses his spammed small units for defending his cities. Often they will be sitting in a square adjacent to the city. I wonder if the AI is getting messed up by newly built units getting ejected in really bad map squares? Its super annoying for me as a player, probably the AI doesn't deal with it well. Wonder if a quick change to the game, where newly built units stay in their city, would solve more than one problem.
I'm frequently seeing this, free items left all over the map!
The problem is that everything costs one point and so some custom race options are priced too cheaply.
I think it might be useful to have an "Allow idle production" checkbox available on each city's detail window. So when this check box is cleared and that city has nothing in the build queue, you would be prevented from going to the next turn until you filled the queue.
The animation for someone getting up after Titan's Breath is used has the same issue.
You can close quest windows with an escape key. I couldn't pay for the better refugee choices so I hit the escape key thinking I could go back to them later. The window closed and the refugee's were still on the map. This seemed to major problems with later quests. I solved the rat quest and it started repeatedly asking what reward I wanted. I got 6 rewards from doing that one quest.
I've been checking the forums repeatedly all week, for word about this new build. [e digicons]:-"[/e]