Sanati- That's just sexist. Can't you put us dumb warriors lugs to use on the battlefield as cannon fodder?
davrovana
Gamer entitlement? My guess: "FIX IT NOW STARDOCK! HOW DARE YOUR GAME HAVE BUGS." or "I AM PUBLICLY ANNOUNCING THAT I WILL NOT PLAY THIS UNTIL YOU FIX [insert minor bug here], THOUGH LET'S FACE IT THIS IS JUST FOR ATTENTION AND I'LL BE LOADING UP THE GAME WITHIN TWO DAYS." or "WHY ISN'T THIS FIXED IT'S AN EASY FIX CODING IS SOO EASY LOL." or "A NEW EXPANSION WHY WOULD I BUY IT WHEN YOUR GAME SUCKS SO BAD YOU SHOULD
Frogboy mentioned post-LH DLC ideas here: https://forums.elementalgame.com/441355/page/1/#replies So I just want to be early in throwing this vote out... CHAMPION MARRIAGE/CHILDREN/DYNASTY DLC PLEASE! p.s. Any expanded items DLC is as good as pre-sold to me as well
I appreciate the work you guys do. But if it might help, I want to make it clear: Couldn't care less about shadows. I, too, instantly turn them off. I'd love to see you add more random events, more DLC, diplomacy changes...anything over shadows. That said, looking forward to what you make, shadows and all.
I like the current champion injury-death system. But wouldn't it be interesting if the assassin path had a high-level ability that allowed them to do a "killing strike?" It could have a high cooldown to prevent spamming, but if it hit it caused perma death on champions (not sovereigns). The Path of the assassin is good, but seems like it needs some extra differentiation (to me). The problem I see with this is if Altar's twenty henchmen all pick this abilit
OliverFA- I love Dense monsters. There's one problem though- you level faster, and late game is too easy. High level champions are already godlike, and late game lack of challenge is probably the biggest bummer for me in this game. I like scarce shards because it makes the spell-power monuments so much more significant, and forces you to specialize in magics you don't anticipate (you're forced to embrace the shards you find the most of). Mana isn't a problem for
Azunai- That's why duels would be optional. You can just turn down a duel if you know you're up against a high-level assassin. Also, a well-built mage could kill an ill-prepared assassin with one flame dart. The computer knowing when to turn down duels, on the other hand...that could be a problem, as kamazura said.
Forget reality for a minute and think gameplay. The decisiveness of battles would suffer for this, and chasing down targets could really kill the game's pace. There's no retreating in chess or checkers. Can you imagine how boring/annoying that would get in those games? I think a spell/scroll only makes a lot of sense. Or, make it an ability in path of the warrior (but it costs a unit at random). Anything more than that and you're mucking up the gameplay. 
To spice up Diplomacy and the course of wars... What if you could have 1-on-1 duels with enemy sovereigns? The outcome of the duel would result in war continuing or ending, or even one sov surrending to the other. You're winning the war, but the other sov is higher level? They challenge you to a all-or-nothing duel. You can decline, of course, and keep kicking their ass...but wouldn't you want to humiliate them? You can send a champion in your place, but
Totally agree. Wouldn't it be nice if they'd offer you territory?
Anyone play on scarce resources and scarce magic (shards)? I find it makes games more interesting - and harder to get to the point where you are OBVIOUSLY winning, and you just want to start again. Dense monsters also makes expansion more difficult, so each town counts in the early to mid game.
StevenAus- Care for some cheese with that?
Beric- what difficulty do you play?
AI cities get attackeed and razed. I've seen it happen. Also, I have seen dragons and obsidian golems dance around my cities, never attacking, just like they do with AI cities. It does seem that they attack AI cities less often, but statistical observation can be non-intuitive. Why would frogboy lie?
Good point. The AI would need them to die like champions...and that would make things complicated.
I usually force myself to play the hand I am given...I find the games are more interesting when you have to deal with a 'crap' start. But of course, I realize some starts are almost guaranteed failure. One time I started a random map, and there was a dark wizard tower within three-four tiles of the only decent yields. On top of that, there was no "gimmie' champion in sight, and not a single goodie hut in sight. I hit control+N pretty fast.
...They perma-died like all other trained units? So they level like champions, but die like trained units. There's be a risk/reward profile in investing in henchmen that would make them less OP, I'd guess. You can still create stacks of ridiculous henchmen but you'll need to make sure they live - otherwise all that time and effort is gone. I'm guessing this was suggested already, but makes sense to me.
What difficulty level are you on? You're right that this is a great army composition, but if the AI has better tech, larger squads, or higher level, tanks + ranged guarantees nothing. Also, if 1-2 of your tanks die every battle, the economic cost of this tactic adds up. Against high defense units ( Gilden in particular), archers have little stopping power. Against mounted melee units, even staff-based ranged units may not get in their damage soon enough. Mor
AI can cast city effect spells. Antipathy, grip of winter, etc. Maybe I am wrong, but I've never seen personally, or heard here of a witness to, the AI casting spells like: Pillar of flame, Vetrar's Howl, etc. (Spells that do damage. )
The AI does get a mana multiplier on Expert and higher. Right? I'm not sure 'resource management' coding is the problem - on expert and higher, the AI can spend resources into negative (pretty sure I have seen an AI with negative mana before). I suspect the AI just isn't coded to use direct-damage strategic spells. But with the improvements Stardock has been making with updates, who knows? This could change.
I come across AI cities at Level 1 when first seeing them (on expert difficulty) often. Repeat a test of your observations, and I bet you'll see they don't persist.
If it's an ashwake dragon, mage units with frost staves will quickly kill it, if you can keep the mages alive long enough. If you have a unit with maul, particularly juggernauts, they can really put the hurt on a dragon.
Alas, the AI loves to place outposts/cities in complete disregard to surrounding monsters. It's wise to scout out the territory before you make a quick conquest - some AI cities are more trouble conquered than left alone. I've conquered AI cities only to have monsters released by the computer come and attack those cities - I end up investing in cities that are razed 2 turns later.
The maps on the map pack are great. Dust Bowl (no horses or wargs, lots of island goodies to sail for) and Anthys (absurdly huge, great geography) are worth the price of admission.
I've definitely had antipathy cast on my city before. And, AI has no problem at all fully using city enchantments and unit enchantments. The real issue is noticing when it casts strategic spells on you. If the AI started using direct-damage strategic spells like Vetrar's Howl, pillar of flame, falling star and Tornado, the "AI is too easy" complaints would become much more rare. Pretty sure they've NEVER used one of those on me, though of course it is possibl