Multitasker I,II,III: boosts production from non-elemental resource tiles by 10/25/50% Thieves Guild Leader: 50% of lost production is converted into gildar. Warden: Deters monsters from attacking the city/group Efficient Manager: Provides +2 movement for all units within the city's ZoC
sweatyboatman
[quote who="Tom Selleck" reply="62" id="3285604"] If this thread is getting this much attention there is probably a problem. It is very annoying when a monster pack roams into your territory from another computers territory and destroys your city (cities). So annoying in fact that some people might stop playing, why not just fix it so the monsters attack all the same... How can someone argue against fair play?[/quote] Sigh. There is nothing to fix. The monsters
[quote who="dwilson" reply="57" id="3285318"]I left a settlement spot alone because there was a dragon near it. Dragons, and other monsters, shouldn't be moving randomly. They should have goals (protect their base, raid for food) and move to accomplish those goals. They should leave the base once in a while, walk in a circle (hunting behavior), chase easy prey (pioneers), flee from stronger fights. Resources are prime targets then. Generally poorly defended, yet still have some peopl
[quote who="SOLOSOL" reply="9" id="3285135"] The OP complains that monsters quickly razes his city, and you suggest that they should build a lair also???? Come on... [/quote] Guess you missed the part where I said the monsters should at least abide the 5-turn limit on razing. [e digicons]:P[/e]
Can we get an overlay icon above the head of any caster who is working on a multi-turn spell? I know there is some subtle animation, but it is damnably hard to notice when the AI is preparing a spell. It doesn't have to be fancy, I was thinking something akin to the stacked unit icon on the strategic map. Though it would be cool if the icon of the spell they were preparing were up there. Alternatively, and even cooler, you could go Dragon-Ball Z with it and hav
they should at least abide by the 5-turn raze thing. you should have an opportunity to recapture the city. after the city is destroyed, though, the spot should become a spawn-point for those same monsters. which would suppress any attempts at immediate resettlement. any time a monster destroys ZoC (towns & outposts), the result should be a new spawn point for monsters.
[quote who="HaaS76" reply="2" id="3284597"]We really need it.[/quote] More control is better, I agree. But I struggle to think of a reason we would really need it.
The monsters do not give preferential treatment to the ai.
Since we already get notifications when a city is taken in battle, makes sense. I think the game could do a lot more to inform the player of what is happening in the world. As it stands now we get the bare minimum of information to manage our empire with just a sprinkling of outside events. Also, an event log would be nice.
[quote who="Epitagh" reply="17" id="3282843"] I don't even understand how the diplomacy in this game works. I have people declare war on me in what feels randomly and almost always feel like I am outnumbered.[/quote] It's tricky, but it's not hard to figure out. The key is to keep your faction power competitive. The best way to do this in the early game is to spread your production out so that you are building useful units early on -- not just buildings.&n
[quote who="Ben Yeoh" reply="14" id="3282798"] Like I've mentioned before, it doesn't really matter whether the monster AI is actually "fair" or not as Frogboy claims, but that the players "feel" that it is being fair.[/quote] This "the customer is always right" sentiment is pretty much what is wrong with game development today. What players feel is fair is when everything breaks their way, everything goes according to plan, and all risks are
Can we sticky something that says "just because you happen to witness a fluke event does not prove the AI is cheating." The monsters chew up and spit out the AI. Most of the time it happens behind the fog of war. Sometimes it happens somewhere you can see it. And occasionally it happens to the player. Just hit Ctrl+N and try again. The #1 basic strategy you need to learn is that you need to settle places that are near monsters. If you only settle "s
any chance that this happened the turn after you loaded the game from a save? as far as I know, bug where the AI automatically builds everything in the queue is still present in the game.
I don't play with snaking, so I don't care about it at all. I would love a mechanism where you could "paint" the roads ala simcity. Then automated units would travel your painted path and build the road as they moved. - If they were attacked by monsters they would embark again from the nearest connected city. - If they became stuck or were blocked by another unit a message would be displayed to the player that the road could not be completed.<
[quote]One of my biggest problems is there is I have such a hard time expanding because there is a pile of BRUTAL monsters sitting right by every choice location to expand to. It takes me so long to get my heroes powerful enough to destroy them, it's silly.[/quote] There's your biggest mistake right there. Have you tried walking your pioneer over there and plunking down a city? Because by far the most likely result is that the monster will just wander off. Su
Still, the OPs point about insta-roads being weird is perfectly valid. Insta-roads across wild-lands and through other civs ZoC is even weirder.
[quote who="Tuidjy" reply="17" id="3278534"]I do not think that we need range limits on bows. We already have units that can cross most battlefields in one turn. It would be ridiculous to have bows that can be charged from outside their range. That said, we need a mechanism that hinders bows picking off the weakest units at their leasure. While many TBS games have had great mechanics: cover, obstruction from units in front, shield units helping those besides
Seconded. I think the sovereigns suck because their design was formulated before the game really coalesced. Stardock should revisit the vanilla sovs and ensure that they are at least a viable alternative to a custom sov.
Two henchgirls one cup
Posting here is worthwhile. Stardock employees (like the President of the company and the lead designer) frequently comment on these forums. And ideas we discuss regularly make their way into the game. That is huge in improving our legit poster to troll ratio.
Go big or go home: Adventurer and Hunter should be combined together. You get a 50% reduction in the cost of recruiting champs. Same bonus attacking beasts. Plus 50% more when selling to the store. Bandit Lord could be more useful if there were nastier bandits on the map. How about, a "bandit vision" trait which gives you LoS for any bandit unit on the map. That would be a great early-game bonus. Summoner, like Bandit Lord, could
The bodyguard units are there to prevent the high level champs from getting killed before it's possible to recruit them.
[quote who="pdifolco" reply="15" id="3275451"] Quoting Kongdej, reply 13I just like how you cast spells quicker, and crit more often with your spells, if you have a dagger in your hand... I do believe Derek posted something about looking on the magic immunity of the obsidian golems though, but don't take my word for it. ~ K Are you serious ? I mean, it's nonsense to run faster and cast spells faster if you have a dagger in hand, rather than a club
[quote who="Kamamura_CZ" reply="9" id="3274890"] Why not? Because critical chance is associated with physical agility in skill descriptions all across the board. That's why. Because best mage = assassin is a crappy game design. That's why. [/quote] I don't follow. All across what board? Clearly you have some hangup based on the rules of some other game that says that mages cannot (and must not) be assassins. But just because some other g
[quote who="Kamamura_CZ" reply="5" id="3274688"][Facepalm] and also, critical chance still affects spells. [/quote] Why not? Isn't the whole point of a critical hit that your attack strikes a particularly sensitive spot on the enemy (kick in the crotch). I think a fireball to the crotch would be significantly more damaging than a fireball to, say the shoulder.