greggbert

greggbert

Joined Member # 1806297
84 Posts 230 Replies 15,081 Reputation

I have about 6 heroes and some of them started quests and some have completed but the original hut is still there and will not dissapear. There are NO gold locations on the map and no charaacter seems to be able to trigger any quests on the dead huts. Any ideas? I think some of them are still active but I can't match the quests with the original huts and like I said there is NO GOLD LOCATIONS on the cloth map. There are at least 3 dead huts in my saved game now and the

4 Replies 2,712 Views

Look at building troops when you guildar income is about 5 or more (per turn). The other heroes are great for picking up goodies on the ground and scouting. If you run out of those (the goodies and inns and stuff), you need to research adventure techs. Eventually the heroes will have trouble with the harder troops and monsters so I just add supporting troops like peons and observers and stuff to the heroes stack until they're not in danger of getting kil

15 Replies 13,178 Views

I just use them for role playing. I have them lead an army of regular units every time, like in Total War. Sure it doesn't do much good, but at least your stacks of faceless pesants have a face now!

65 Replies 43,847 Views

It took me a while too mostly because the campaign mode is more like the total war series which is slower than most strategy games. Basically the way I play now is to give each hero and city a queue of jobs to do, sometimes I jot it on a pad. Then each turn I cycle through each unit and city and move them toward their goal(s). Example: Soverign - Buy travling boots, -- Recruit new Hero, Look for gold resource, teleport back home when found.</

15 Replies 13,178 Views

(Ducking the shoes). I like that they made magic just another aspect of the game instead of its main focus. Otherwise Uberstacks of summoned polar bears with magic lasers on their heads teleporting around the world map and completely eliminate the need to quest or worry about Warfare and soldiers.

38 Replies 28,019 Views

I think it was a weird choice to give most of the pre-made sovs access to all of the spellbooks. THe game might be better if they limited you to only choosing 3 of those.

17 Replies 13,998 Views

I think sometimes they let you customize base values too much which have an exponential affect on future outcomes. For me, I could always beat GalCiv II with a colony rush by setting my production to 100% and adjusting the empire settings to go into deficit for the first 50 turns. This of course gives me a MASSIVE turn advantage on all opponents and I could mop up the AI on any difficulty level. The unit equipment in this game is the same, with proper use of unit e

18 Replies 13,746 Views

How I got the bug: Your soverign and one of your heroes, who is close to leveling up, gets into combat with a single creature. The combat auto-resolves without your input Suddenly you get a level-up screen for Janus (the hero). !!!Yay, he lived (you think.)!!! Then the combat resolution screen comes up showing that Janus is dead. Then you can't hire another hero.

1 Replies 2,008 Views

Auto turn means that you never have to click the end turn button. When all your units have moved as much as they can it will be clicked automaticall for you. Obviously much more useful at the beginning of the game and frustrating at the end. What I don't like is that if your hero moves 2 moves per turn and you auto move him to a space 5 turns away you end up wasting a turn.

3 Replies 4,373 Views

I think I found a bug. If you build a merchant or arcane lab, or science lab in a city and after you click the desired location you click 2-3 more empty building slots it will build MULTIPLE BUILDINGS OF THE SAME TYPE! I have several cities with 2-3 merchants and/or 2-3 arcane labs. The weird thing is that seems to be the ONLY WAY to build more than one of the same building type (except for huts of course).

3 Replies 2,570 Views

I read somewhere that the low complexity of tactical combat was built into this game's design early on, and the combat was supposed to be simplistic, so I would expect future improvements to consist of more development on the CARAVANS AND TRADING (please stardock?), magic system or terrain modification or questing rather than an increased focus on combat mechanics.

12 Replies 10,151 Views

I haven't had a problem with this, simply becauase I just eyeball the resources surrounding the city. If there are two lost libraries, obviously you would upgrade it for Tech. One gold mine and a farm, obviously upgrade it for Gold. You dont' really need to see the stats its the resources that will determine how your city will specialize. Also that window moves if you drag it so you can see behind it.

4 Replies 6,714 Views

1) What makes the border grow and how do I predict when it will grow so I make sure I can plan the capture of new buildings in advance by having enough resources right when the building is ready? 2) Is it just me or does the game give you WAY too much metal? 3) How do you cancel the casting of a spell such as teleport when you have selected the spell and are about to choose the location? Escape brings up the settings menu. That's super annoying.

2 Replies 2,142 Views

Using version 0 (Game day download) and if you click on each city you will see its gross food production. If you are showing no excess food it means that all of your cities (total) are using up more food than the all of your cities are producing. For xample 1 farm (4 food) in your capital, and two houses (-2 food) in your capital and two huts (-2 food) in your second city will produce NO EXCESS, so you can't build any more huts or markets. I don't think that population use

6 Replies 9,961 Views