You can force the AI to break the treaty by repeatedly parking large armies next to their cities until they get angry with you and declare war. Or don't make any non-aggression pacts, which is now my approach. Especially since the AI takes it as open border time for them. Even accepting a tribute can be taken as open border time by the AI.
Patho
It would be a nice touch if roads that linked with an AI fraction were only built when you made a trade agreement with them, and only that AI.
They look great. It would be wonderful if stardock could incorporate some of these into the next beta.
Thanks, that sounds cool.
Annoying things with auto road build. 1. Builds roads through areas you can't traverse so units have to get off the road, go around and rejoin. 2. Does not build roads using most direct route but often takes a circuitous route (maybe avoiding high terrain cost tiles?). 3. For far flung cities will often link up via an AI road network that you cannot use without a non-aggression act, so units still have to travel cross country to reach that city. 4
Can we have some more starting items to choose from for custom sovereigns to add a bit more variety? The current choice is woefully limited.
The fraction trait "Binding" allows you to recruit elementals from your shards. Air Shards gives you the Crow Demon with the abilities: Graceful, Immune to lightning, Immune to poison, titans breath, thunderstrike, dodge I, Immune to Counterattack and an air elemental spear. At level 2 it has: HP 16, Def 0, Att 11 and Mov 4. A well balanced until with useful spells, good attack and mobility. Death Shards gives you the Cyndrum Demon with the abilities: Immune to pois
Not seen slow downs in tactical battles with 0.952, now just locks up and have to use auto-end to proceed. If AI uses multitarget spell and players unit is next then can not cast any spell. This bug has been around a while. AI units with throwing dagger attack are still using this in melee range against player units with no counterattack. AI targeting spell casters staying at rear with melee debuffs e,g, blindness and curse
Tried equipping and unequipping wilding cloak but no longer grants blindness spell. Sovereign was human with life, fire and earth magic.
I often get starting positions with no settlement tiles so having an essence tile is a bonus. More importantly is having an area for your second and third city within a reasonable distance and not being land locked in by an AI territory when looking for your second city leaving war as the only option in the early game.
Small bug [0.951] AI asked me to leave their lands but I was expelled into the black gate with no way to leave.
I vote for Fallen Enchantress title. Drop the elemental to avoid negative association. As for spells I think death is at a disadvantage with lack of heals for units so I suggest: Vampiric touch: Unit recieves 10-20% of damage done back as health (unit spell). Raise Dead: If a living humanoid stack has been killed it can be raised from dead as skeleton or zombie army to continue the fight (summon). Can only be used on previously living targets. Stack re
Under advanced options tick manual improvement placement. Et voilà.
Subject says it all. Season 45 and I'm clearing weak quests while I level up and AI soverign with wolf and archer is clearing epic quests. Normal level for me, ultra easy mode for AI?
While your at it, AI's aren't restricted on how close they can build outposts to each other. Very annoying.
I had a similar experience where I was offered a tribute, no strings attached I thought - free money. However, afterwards I could not order that fractions units out of my lands when they trespassed. I had not agreed a non-aggression pact with them and none showed on the treaty list. I could still order other fractions out of my lands. I had been misled and there was nothing for me to cancel! I reject all offers now automatically.
Anyone else found the object M4-RK? Looks like a deck of cards with some eyes on. Its a red object but no use. Assume its just for trade in as its worth 3000.
Examining the graphs having killed all AI fractions shows huge spikes in AI mana history. Highest peak shows 177188992 when I was mopping up. It goes back down with time so I don't know what they are spending it on.
The ability of AI units to explore freely and establish settlements without being attacked allows them to make an early land grab and recruit heroes in hard to reach spots whilst the human player is still trying to get going, harassed by the local wildlife. Having now played the Tarth I was able to enjoy the same freedom. Spamming pioneers out into the wildness I could grab most of the settlement spots early on and not worry about them being attacked, letting me shut dow
I think it is a bug with Lord Relias himself that you inherited. I get it when playing him alone without anyone surrendering to me.
I've noticed a lot of items with high level restrictions and values when similar items with better stats and lower values exist e.g. the turtle charm that gives 3 def with a level 8 restriction worth 300g when you can get a neckless with 3 def and spell resist with level 3 restriction worth 150g. There are also many swords with very similar stats that can be valued at 150g or 1150g. It seems a parse of all items is needed to bring them into line with each other.
I've noticed this bug when attacking a unit standing on a reward. If the monster decides to move off their spot and attack me as I am trying to move to them and attack them then the battle occurs first and then I move to their starting spot but don't pick up the loot. I have to move off a tile and back to get it. If the monster stays put and doesn't attack me first then there is no issue.
Title says it. Why do bandits persist in a relatively weak throwing knife attack when they are in melee? It's not as if they are trying to avoid a counterattack as they do it to all irrespective. They don't even try and back off to do this ranged attack when they could do more damage with a melee attack.
Lumber yards consume a tile of trees in order to be built. However, if I want to cancel a lumber yard from my build queue before construction has started then those trees are still lost. If I have no more trees in my area of control then I can no longer build that lumber yard. Surely those trees should be restored if I cancel the lumber yard before it is built?
When I cast the spell berserking on a unit it loses 1 hp a turn but a hero wearing the berserking ring receives no such damage. The description says it should cause 1 hp a turn damage. I have not checked if it boosts my hero's damage output. It's probably just a cosmetic fake.