Ahh, so there is a major penalty based purely on hero count. It looks to be a lot worse then what your other post is listing however. I tried it again with heroes only. When adding up the total XP I got: 5 heroes = 7XP total or a little over 1XP per hero 4 heroes = 23XP total (avg 5XP per hero) 3 heroes = 74XP total (avg 25XP per hero) 2 heroes = 103XP total (45XP and 58XP) 1 hero = 120XP (wow!!! nearly a leve
Ken Ihrig
I have a "strong" stack of five heroes levels 6,7,7,8,9 plus Anna (wolf) which is level 3. I attacked a "strong" Crag Spawn stack (levels 2 to 7) and I noticed that I got 1 to 2 XP per char for the battle which gave me 8 XP total for killing a "strong" stack!!! That seems nuts. So I did some experimenting by removing various characters and re-doing the battle: Levels 3,6,7,7,8,9 earned total 8 XP (example above) Levels 3,6,7,7,8 total 34 XP
I never build any units and instead just do stacks of champions. A stack of 6 heros gives me 10 movement points per turn so I can protect my large empire from MOB incursions. Plus I have 30 initiative on most of my heros which means I go first and can stun lock most MOBs. Also for major quest zone MOBs I cast haste which gives me 40 initiative and again I can stun lock them (except the first turn...). I keep tax rates at None so I can spam out settlers and expand quickly.&
1. Add an option "max distance MOBs will wander from their starting poiint". 0 should be allowed. I consider this critical to playing the game anymore. 2. When trading between heros the weight bar gets screwed up and often shows the wrong weight. 3. Often times when fighting I can't move some of my heros. I can click the mob and they will run up and attack the mob but I can't place them. Makes Klunni (sp?) really difficult to use and
[quote who="Mistwraithe" reply="12" id="3307105"]I'm in the too many bugs and UI issues camp too. Not to mention the AI could still do with a significant amount of work so that it is playing by vaguely the same rules and presents a good challenge.[/quote] I'm surprised people are concerned about pathing issues since it has such an easy workaround i.e. move your unit slowly. This works like 99% of the time... I agree with Mistwraithe's post however I
I move it to zero on my first turn and leave it there. I get all my money by selling resources to NPCs, selling items to shop keepers, and of course by killing MOBs. I take adventurer that allows me to hire mercs for free so money isn't needed as much. This lets me skip gold mines and market stuff and focuss solely on production/expansion. What level is everyone playing on? I figured zero taxes was the best way to beat the game at expert leve
[quote who="Mmrnmhrm" reply="19" id="3301302"]Can someone name a land based game similar to this that has a better AI? I'd really like to hear it. HOMM VI? Warlock? MOM? Civilization V? Other than Galactic Civilizations, which doesn't have magic, I can't think of one. I can't win above Hard on a typical map. If you really want the best challenge, IMO, you really need to play as each player and design lots of units. This game's A
[quote who="Rhaegor" reply="5" id="3296445"]My typical experience is that my borders expand and activate the higher level monster that I have been trying to leave alone because he will slaughter me. The monster wanders around for a good 5 or even 15 turns and then eventually attacks (and insta-razes) my city. Anyway, they don't attack right away, even the player cities, or at least that is what I have always found on challenging.[/quote] I have a much different experie
MOBs coming from the AI regions and destroying my cities has taken a lot of the fun out of the game for me. I enjoy the rapid expansion and the race between leveling up my characters and being able to defend my territories. And I like having the AI being able to rapidly expand (tougher levels) so that it's a big race. But to then have MOBs from the AI areas ignore their cities and directly target mine is just not fun. I'm losing my cities because