you need a weapon with the "maul" perk, not a Maul (hammer) (Captain Obvious speaking) used to find one in 912, exceptionally useful during the first 100 turns
lhetre
my cat does the same with his food : he covers four tiles of the floor with his paws and then hisses does he think I like catfood ? (seen this happen both on the world map and during combat)
champions walking over a quest building show a message "Only your sovereign is allowed to do these quests" or something like that, so it seems that only the sov is allowed to pick up some rewards, but even my sov walked on a quest tile without triggering anything - I assume the quest picture was there but the quest was gone, sometimes the game shows things that are no longer there, and sometimes it doesn't show armies that are there also the AI knows how to rob you, defeat a monst
wait for beta 4, city hubs will be changed completely and this will probably be fixed often units decide to go through a forest or over a hill, instead of sticking to the road, losing all their movement points, now this is annoying
[quote who="Frogboy" reply="16" id="3058175"]77% of the Demigod user base after its first year had never attempted to play a single multiplayer game. And that was a game designed as a multiplayer centric game. Chris Taylor and I double checked that number repeatedly because we were certain it had to be wrong. It wasn't.[/quote] wow, you can play Demigod as a single player, I ignored it FOR YEARS because I thought it was an MP only game oh, and thanks for taking time
this is a bug, not only the AI sovereigns buy too many armor items, but try to buy that items and you will see that it doesn't appear in their inventory after a sovereign surrenders sell the items, then try to buy the same item (graves or boots) : it will not appear in their inventory but you will be credited of the gildars didn't try to trade it though ...
I never play multiplayer, so no interest for me, however a multiplayer DLC makes sense inasmuch those who do play MP will have the choice
[quote who="Malsqueek" reply="5" id="3150251"]In terms of monsters getting harder, I think that for the most part the easier stuff should be cleared out early, and the harder stuff waits till later, so if the tougher stuff starts spawning roamers at faster rates later in the game, through quantity they will get tougher. There is no sense in having mercenaries become uber-mercs, but it makes sense for more death demons to kick out.[/quote] I think it is already the case, weaker monters
[quote who="Alstein" reply="14" id="3151030"]The real problem to me is the stack XP penalty for champions is too strong for 2 heroes, especially at low levels. [/quote] true also agree with OP, I like the new level up system, now items should be scaled accordingly but scaling level requirement to adapt it to map dimension is less useful small maps => fast games => few items big maps => long games => more items otherwise the game
while steamrolling the AI monsters and monster lairs are everywhere throughout the territory of the AI, waiting, attacking the odd pioneer, ignoring cities and outposts - this makes late games frustrating, you understand why the AI was so far ahead of you however, to slow down AI expansion "dense monsters" seems a good break during the first 100 turns, you have the time to improve you sovereign and monsters attack AI pioneers more often, it is still a game of who takes more territory
every monster lair should have a ZOC, if the player or the AI inveades the ZOC, the monster chase them, this adds a lot of interest to the first part of the game, you have to consider either bulding a strong enough army to loot the lairs, or to build your first city, then when you have enough place, expand you empire monsters rampaging impose a pace to the game, without them it would be almost a sandbox finally you can choose monster density in the options
if the player is able to block a path, the AI should be able to do the same the solutions proposed seem quite logical (alliance, terraforming) and add interest to the game no sea unit is a shame, but then, there are no flying units either (hidden hint here [e digicons]:-"[/e] )
accuracy seems to be compensated by dodge, some units are harder to hit initiative, added to the new turn system during battles, is definitely a major improvement, during battle you slow the enemies, rise your troops initiative and they will bash any low initiative enemy out of existence criticals also happen quite often spell resistance is an actual boon against enemy spells - and it is so frustrating when you spell is resisted so although some bal
it is counterintuitive to destroy a square of 8x8 tiles when a city occupies one tile and uses only its resources destroying permanently land fertility also seems too harsh, a cool down period, even of 50 turns, would be better I hope the devs will balance this bit by putting the permanent fertility loss on "insane" difficulty
[quote who="seanw3" reply="16" id="3137502"]We did mod spells actually. I am in the process of adding some improvement balances. Then I will fix the spell target issues. There is alot more balance in the mod than the OP implies, I just haven't updated it in a while. [/quote] this answer my awkward question which wasn't meant to be taken literally
you are just talking armor and weapons, did you beef up magic ? you can't call it "balance mod" if magic is left out of the equation
- after making a deal with Paridien they seem to refuse to talk again but if I talk with another leader and use these buttons : I can reach her and make more deals now we are allied, which can be seen above, but not below (images before and after) : <img src="http://dl.drop
I understand this as "I think that if the only way to reach another player was to go through the wildlands ..." preparing to go into the wildlands requires 300+ turns as of now, I'm scared playing alone for such a long time also this would change the whole approach to the game allow me to disagree
outposts are created by armies, think about the Roman camp that evolved into so many cities what about allowing armies to create them : - all the units creating the outpost are tied to the outpost - these units get a defense bonus - these units can roam to attack enemies, but if they exit the ZOC the outpost decays and has to be rebuilt - more units can be tied to the outpost and unti
I can do everything but going next turn - the button is dead, the game doesn't crash, have already moved my armies [e digicons]8|[/e] here is the autosave a few turns before
oh .. here they are ... now feeling really smart
same thing windows XP, Intel dual core E6420, 2Gb RAM, ATI HD4870
I thought screenshots where taken with the Print Screen key and stored here : C:\Documents and Settings\All Users\Application Data\Stardock\Elemental - Fallen Enchantress\Screens all I can find are "dxscreen" files what am I doing wrong ? (also, I don't get the "tact battle threshold" thingy, any help here ?)
[UI] while selecting units to exit a city, if you hold down the shift key while selecting the units the mouse pointer vibrates and refuses to move from the last selected unit - this behaviour was already in WoM [diplomacy] factions refuse to talk with player after accepting a treaty for a few turns, BUT if you select another faction you can navigate between faction with the two buttons at the top of the screen, even with the faction that refuses to talk to you from the map screen
Incinerate City costs 200 mana, Dispel costs 20, where do they find so much mana ? Dispel is a discovered through research - level three I reckon