Customization - What I dont like

First off,

I think the game is fun and addicting.  I know the title says Magic.  But why am i forced to have my leader use magic. Yes i can imbue another champion, but man it takes 25 mana now!  So that means i need to spent points in my essence when I level just so i can get enough to imbue a champion and use him as my caster.  I want my Leader to be a warrior. 

Not only that, all the leveling its going to take to get there, im going to have to spend points on stuff I dont want to on the guy I want to imbue just because he is waiting for my leader to level up.  So an Idea i have is to let us save the points when we level up until we are ready to use them.  Why do we HAVE to use them right away.

Another thing i was using was the essence potion that gave you 0.50 essence.  Id have my guy I intended to become a caster drink it, then when he leveled I would beable to put essence points into him.  But now its changed to a +1 int potion.  /sigh

You are forcing our Leaders to be casters and I just dont like that idea.

I know essence does build up over time with cities etc and shards, but that takes  a while.  It was bad enough when i had to waste starting points on INT just so I could imbue a champion right away.  Now im going to have to waste like 5 levels of putting points into essence just so I can imbue a champion.  What a waste. 

Why not start out some champions with say 3 essence as their unique ability. 

Im just a hack and slash type of a guy and being forced to use all my points into essence right away to get someone else imbued is kind of lame.  Your not letting people have a warriors mentality.  I do like magic, but I just dont want my leader forced to be using so much of it. 

On another thought.  After I summoned an earth elemental, I went to dismiss him and couldnt find where to do it.  I had seen it a few times before but for some reason it just wasnt anywhere.  How do we find where to dismiss him.  THis type of stuff isnt in the instructions either, along with alot of other small things.  Can there be some discussion here on how to do these types of things :P  

What are peoples thoughts on archery?  Man I just waste people with it. The bow alone isnt that good, but once you get the jewelry to increase your attack etc it just makes it so easy.  I can kill all monsters before they eve get near me with a group of guys with bows.  Is this to over powered?> 

Again I love the game, I will be posting some more things I notice.  Thanks for fixing the teleporting too!

Aneiric

 

3,943 views 6 replies
Reply #1 Top

Yes i can imbue another champion, but man it takes 25 mana now!
End of quote

 

Thats practically nothing, and you can remove/add it right after combat, next turn, basically anytime you want outside of combat. Also you can cast it from anywhere in the world with no loss of actions for caster/castee.

Reply #2 Top

What version are you playing? Version 1.1 no longer uses essence. To imbue a champion, it is just a spell. It does have a maintenance cost of 1 mana per turn. Mana generation comes from building shrines on shards (beyond the 3 per turn generated by a sovereign).

Reply #3 Top

What version are you talking about? There is no Essence as before, just as a boolean that says if someone is a channeler or not. Each Sovereign generates by himself 2 mana each turn (+2 if they took Attunement talent).

You don't want to use magic for your Sovereign? Don't use it then! I recently played a pure melee Sovereign (and army, as I never use magic and that included not imbuing any of my champions) and it was fun. Would have been a better "test" if the AI had actually used some magic but at least you get to value things like having good defenses in the proper places, use outposts with caravan roads to compensate for lack of teleports... and the Sovereign kick ass without any trouble. Well, again the AI wasn't very cooperative in its unit design and research, and I had never to face parties or better. I cannot wait for Frogboy to improve the AI so I can repeat the experience and see what a mundanian approach to the game needs to keep it "balanced" with the might&magic side (usual way to play the game).

Reply #4 Top

Ok Ok Ok,

I was way wrong.  I was playing 1.09 and had just read (most) of all the new add ons with 1.1 as I was downloading the patch.  Then I logged in and saw myself just gaining mana every turn on the top and noticed what was happening.  I also noticed they changed it so it takes a certain amount of INT to cast certain spells, which is fine.  So now, I do really like this change.  I just thought it was going to be how I posted above :) 

The game keeps growing in the right direction.

So Wintersong, the AI is still bad after this new patch? Are other Kingdoms casting spells even? Are they getting stuck behind cities?  That was one thing i couldnt stand.  Other Sovereign leaders would get stuck behind some of my cities inbetween mts and never move out of it. It ruined my whole game!  I cant stand that.  Also, I had a huge army in one of my cities and a sovereign leader actually attacked me by HIMSELF and destroyed his whole kingdom.  So lame.

Thanks guys

Reply #5 Top

The AI is still terrible, only casts a few select spells, and definitely still gets "stuck" on city borders or even out in the middle of nowhere. That's assuming you can play long enough without crashing to notice.

Reply #6 Top

At this point I'm not sure what to think of the AI. I'm not the brightest person so a semidecent AI should be challenging to me. This one isn't. I play on Normal but only because higher difficulties only mean "More Hit Points, No Fog of War" and similars that don't really improve the AI per se. (i really enjoyed playing Gall Civ II on equal foot with the AI and being kicked by it thanks to Frogboy's updates to it, so I know that eventually Elemental will get there too)

I would still consider rare to see an AI casting spells. Not sure why. I'm my current game, beyond turn 300, I'm leaving many turns for the AI to see if allowing it to develop has some impact. Not that it will matter much for my Sword of Wrath/Legendary Armour Sovereign and Champions. *sigh*

Roaming monsters were supposed to run away from superior forces but somehow I'm finding them to sometimes go kamikaze on my superior armies (1 darkling with CR 9 against my invulnerable champions of CR 100+). I haven't seen the factions AI doing suicidal things. But may have to do with circumstances of the game and me usually having the upper hand (they are too easy to fool using treaties and caravans too).

Stuck armies in my Zone of Control happen. I had one CR 40 Magnar army in outer ZoC that "swallowed" it for most part of the game. If this was Lords of tthe Realm, they would have been eating my food for many many many seasons.