[quote who="NanakoAC" reply="1" id="3337708"] the point of it is to make troops worthwhile. if there was nothing to discourage multiple heroes, then you'd just run around with a group of 7 heroes conquering empires easily.[/quote] Ironically at no point since WoM has a group of heroes been more powerful than a group of decent trained troops. Even now with a cap of x6 instead of x9, well equipped trained troops always outshine heroes in terms of damage and survivability. A lo
Sanati
Pioneers cost 30 pop, he likely meant he'd pay 60 pop for a mounted version.
Because changing a slider in the options menu is totally cheating. In a non-competitive single-player 4x. The SC2 ladder forums are that way. ->
Cast times are totally an option in FE. People keep mentioning that like FE has no concept of it, but there are one or more mods that add strategic spells with cast times already.
Trained troops do not split or share exp. Other than that I agree with everything you just said, though I'd lean less on the side of nerfing things like +1 dodge per level and lightning hammers, and more on the side of buffing everything else and making the AI more aware of those unit strategies.
Probably a combination of the above and the issue with the AI ignoring many if not most goodie huts and undefended lairs. Was supposed to be fixed in a patch a while back but I haven't seen any improvement.
Possibly the same issue (AI ignoring tactical skill/spell rules), I had an enemy hero stack slow on one of my units today. He cast it two turns in a row and they both stuck, my unit lost 4 and 4 init (-8). It's not supposed to stack, if I try I get an error saying the unit is already affected.
[quote who="willie sanderson" reply="11" id="3337623"] These aren't your common black bear in these FANTASY games. So, anything is possible in the fantasy world that's why they call it fantasy. If you don't defend your cities you don't deserve to keep them. Plus, the reason many whine about it is because it makes it much harder to RUSH out and CITY SPAM which is what they are wanting to do in the first place. lol If you lose a huge city build to animals/monsters you have
[quote who="Ronin313" reply="19" id="3336297"] Where are the good spears?[/quote] IIRC there's a spear called "Champion Spear" that has decent base damage and adds another +2 damage per level. Best weapon in the game, that I've seen, assuming it hasn't been nerfed/removed in LH. It's not that the weapon variety doesn't exist, it's just that the game wants to keep dropping the same few items over and over all game every game. There's a very larg
Caravans still being destroyed constantly with this faction trait.
I'm guessing AI's can bribe other AIs that are "close" to you to declare war as well. Needs to be changed IMO, getting a good standing with an AI doesn't really mean anything currently because they will declare war on you at random, which I'm assuming is due to those "bribes." Anyway, good to see this bug finally being fixed, has made NAPs pointless for quite a while.
I'm playing 0.51, so it wasn't fixed.
Bears wipe out entire cities all the time. ... Oh wait, no they don't. They eat some garbage then get chased out by a few people banging on frying pans and yelling loudly.
Yup. The relationship status is basically still not doing anything. AI's just randomly declare war all game long, even at green face with all the treaties, often asking for peace a dozen or two turns later after never sending a unit at you, because they are on the other side of the map and have no way of even getting to you.
I agree the mage doesn't handle all the spellcasting options on it's own very well. They could make it so the mage class handles fire, ice and death spells, then make an earth, air and life "druid" class. Even split the summoner into it's own class. You'd have 3 physical classes, 3 magic classes, and commanders, maybe even throw in a bard. I'd pay money for all that.
You really need multiple armies capable of handling any threat in this game. Eventually you are going to be at war on multiple fronts, with armies coming at you from multiple directions and monsters wandering in from "friendly" territory. In FE you could have your super stack with 10 move run around wiping out all the enemies on one front in a single turn then teleport to the other side of your territory to do the same, but now with combat zeroing movement you can only reliably take out one e
Bug(s). You can do similar things with normal buildings at certain city levels (2+ I believe), raze and rebuild to create really long chains, the base of the building stays after razing for some reason.
He's on explore. It's a toggle and doesn't shut off when you give another command, there's also no indication it's on. Just hit the explore button again and he should stop doing that.
I'm seeing this as well. I thought I had just forgotten what the numbers meant though because seeing a 7 on my catapult did not compute. I didn't think it was actually bugged and creating that many of them.
Horse leather?
So AI sovs can pick as many classes as they want, pick traits from any tree, pick traits that don't exist for players, and get duplicate traits. Just fought Ceresa who was a Mage/Defender/Commander, with double Strength (or whatever +20 weight generic trait is called) and Revenge (which I'm seeing on like every enemy sov and champ). She had absolutely no focus, only 1 trait in each tree at level 9, no cohesion, came at me with a sword, died to a few basic spearmen.
Well it certainly makes that +25 exp spell more useful. I've resorted to spamming that as often as possible. It's closer to 50 exp per 200 mana with the general +exp% traits.
More loading within a game errors. I don't like AA so I have it off, and I'm nowhere near running out of memory, but this happens to me all the time when loading quicksaves and autosaves while playing.
I wouldn't be surprised, you can do that with a lot of other buildings, even like monuments in some situations to get crazy high influence areas.
There's supposed to be balance between few cities and many cities. That balance is supposed to be that with many cities they are each less effective due to unrest, so you can have many less effective cities (still useful) or fewer cities that are 100% effective. The fortress upgrades that reduce unrest remove this balance, you can have as many cities as you can fit in the map all at 100% efficiency. It defeats the purpose of the system IMO.