Ah, I interpreted the OP wrong. This wasn't about how huge the initiative penalties for heavy armor are. Especially since they can trick the AI into producing units that look great on paper before you look at the init stat. Swarming has made the high init spear units even better than they used to be.
Vallu751
I've been thinking of posting about this as well. Plate especially seems plain awful now. Some time ago I was afraid to meet my greatest enemy Yithril on the battlefield... until I saw their troop roster. Their 'elite' units had full plate and mauls. Initiative of 8. They were never able to even try hitting someone.
Looking at the shard buildings, it seems to me that building an altar at an elemental shard gives +1 mana per turn and +1 shard power for the given element. What puzzles me is the next item. Shard shrine description shows +2 mana, +1 power. I've always thought this would increase the bonus to a total of +2 mana and 1 shard power. I pretty much never build shrines in my games. But when I look at what the effect of the building is, shown in the lower area of the Build menu, it shows
Both Azunai_ second suggestion and Wizard1200 suggestion sound good to me. Unit cards get full really fast anyway, I wouldn't like to have all the levels visible.
Agreed. First time I got a new hero in LH I actually had trouble finding him because I thought he'd be at the capital. And grouping with sov isn't a good idea, you need units to stack with the new hero.
Hey RavenX! Can't really help you with your project, but just wanted to say it's great to see you again :)
The berserk ability gives stat bonuses and makes the unit attack on it's own accord. In addition, and more importantly, it gives your unit new moves if you use it after moving. In other words, you can close with the enemy faster. The AI doesn't take this into account. if the AI has a melee unit that can't reach it's target unit in one turn, it should use berserk after moving, not befofe.
Like the title says. I'm at war with Verga and he has cast the unrest curse on some of my cities. I've cast disenchant on two, but opening up the city screen the curse icon is still there. It disappears on the next turn. Looking at what causes the unrest through the tooltip shows the curse is removed on disenchant.
Nice to see the 40k stretch goal achieved. More random monsters is good. Don't care so much for extra factions. I'd rather have fewer well designed factions and tons of different monsters than a ton of factions and very few monster types.
Some units have the guarded strike ability. They hit for less damage but remain in defensive posture. Maybe this was the cause?
Here's a picture. AI army with a champion in the same position as a treasure:
This is cool. I'll have to try a Yithril game before the next build [e digicons]^_^[/e]
Got this from the Bacco quest as well. Sov level was relatively low, 5 if I remember right.
The picture shows the computer offering a 4 turn path to the city even though moving directly through the river would only take 2 turns. https://dl.dropboxusercontent.com/u/1973072/path_calc.png
My spellbook doesn't show all the spells available. Here are two screenshots. First displays the spellbook as it looks when I click on "spells" icon: https://dl.dropboxusercontent.com/u/1973072/spellbook_missing_aura.png Browsing the pages with left & right arrow doesn't bring my Aura spell into view. However, selecting City spells shows it and then if I navigate back to all spells, it's then visible: https://dl.dropboxusercontent.com/u/1973072/spellboo
Before moving a unit, the path that is shown for movement is sometimes overly optimistic. A unit with a move of two can be shown to have three steps on plains for a single turn of movement or moving on a road is shown to take you farther in a turn than is actually possible. After clicking on the destination, the path updates and you see you won't get as far as you thought as the path updates and the last square turns from a green 1 into a yellow 2.
[quote who="Draginol" reply="130" id="3349462"] The AI updates in this build are pretty significant.[/quote] Getting jealous of the road discussion, are you [e digicons];P[/e] Just finished a game and was having a blast. One thing that struck out that the AI factions were not prioritizing production improvement buildings very high and that caused them to lag. Whenever I play, workshops, lumber mills and bell towers are my first builds. Always. The cities I capture
Civ4 doesn't have building maintenance... One of the reasons it's the best game of the series, imho.
I really like the way xp gains are animated at the end of battle. I would like to improve it by changing the display from "+n xp" to "Level up!" if the unit gains a level.
Familiars are good for summoning on strategic map.
I would like to use them, but the amount of city construction time has just never been worth it. Too high cost for the benefits.
Wither can be devastating with enough death shards. And since death shards can be converted from other shards by a spell.. IIRC -2 attack per shard, no save when cast on strategic. Let's say 6 shards, convert all to death. That's a -12 atk for each figure of a, say 6 man unit. Negligible cost. I no longer play Ceresa since she can just walk all over the map with Wither.
Master of Orion. The first one.
Are you going to tweak casting times now that combats are faster? Spells with casting times are pretty difficult to use already, unless you go for huge initiative.