Or, you could just bind the old fleet to a different number and swap bindings around until the fleets are set to your preferred bindings. Not hard, and much cheaper than scuttling a whole fleet.
Emperorjarin
Missed this on the first readthrough: [quote]+ Burning Blade, Stoneskin, Summon Fire Elemental, Summon Earth Elemental, Summon Shadow Warg, and Summon Ice Elemental can no longer be cast twice (once with the strategic version and once with the tactical version)[/quote] What's the point of being a summoner if I can't have an army of summoned creatures?
Working as intended. It might be nice if they bumped the cost of champions to let us pick up their guards, but that might make them prohibitively expensive.
Oh man, I am so excited for this next patch you have no idea I WANT IT NAAAAAAAAAAOOOOOOOO!!!!!!!!! I'm especially pumped for being able to limit traits by faction/subrace type. That will really help me in a mod I'm hoping to build on release.
I very much like everything you outlined in your plan, Kalin, except for aligning factions with elemental damage. I think for a world that's supposed to have exceedingly rare/difficult access to magic, we have enough of it floating around, and simply having a more magically inclined race (like Pariden and Reoln) is good enough.
I have noticed this as well. An annoying drain on antimatter, and the workaround seems like too much micro for an ability that seems tailor-made to reduce microing.
The difficulty of this game needs some adjusting, to be sure. I've had better luck playing on Beginner (after playing on Normal for the most part before the most recent patch), but there's still quite a bit of balance work that needs to be done.
Personally, I'd rather have more summoned units on the field than upgrading the tiny selection I have. I like having an army of summoned minions at my command.
I like this idea, though I'm willing to bet coding it would take more time than it's worth.
I'm glad to see I'm not the only person who's finding the easy settings to be mercilessly hard. Based on the overwhelmingly positive responses I've seen on the forums regarding monster difficulty I was worried this thread would be filled with rages against me for daring to suggest that this game should be anything less then an exercise in masochism. Hopefully the devs notice this thread and tone down the easier settings; I don't want to fight less monsters, I w
[quote who="joasoze" reply="3" id="3144833"]You (the OP) is getting far to worked up about this. Worst case scenario: You have to restart a game. I do not in any way want a system where the startup zone is warm and comfy. When you generate a map its very difficult to start evaluating chokepoints and such relative to the placement of AI empires and monsters.[/quote] So, you want a challenging game? Play on Challenging. I want an easy game; I
I've started about a half-dozen games as of the new patch, and while the visuals are better than ever, I'm finding it impossible to actually play a game beyond a few dozen turns before I'm stymied by unbeatable monsters. After having my ass handed to me repeatedly on Easy, I swallowed my pride and dropped the setting down to Beginner; this seemed to work well until I founded my third city (around turn 30 or 40), at which point a small army of Shrills and an Ignys made a beel
In addition to complaining, I want to say that I really like the new spell icons and the new territory border look. So many minimalistic shinies!
To follow up, I'm guessing that the game doesn't have a distance limit for mobs, or that that distance limit is so small as to be irrelevant. Starting adjacent to a wolf pack on turn one, and being attacked by it before the game begins, is completely unacceptable. The devs need to reevaluate the distance parameters set up for wild monsters.
Just started a game; got pounced by wolves before I could even build a city. More details here.
I just updated to the new patch, and started a new game to see how much has changed since .912. So I choose my custom summoner sov, set the game to Easy (bumping the AI to normal because I've been having issues with wandering mobs being too hard at the beginning) and leaving everything else at normal settings, when lo and behold as soon as the game loads I get the message "Sov is under attack!" I nearly quit the game right then and there; I don't even have a chance to BUIL
Meditation does lower the enchanted city's production by 10%, so bear that in mind if you're trying to rush an important project and don't have the gold to purchase it.
I've seen that bug when mounted units in my game block as well. I think they haven't added a block animation for mounted units, and it confuses the game.
Because if the achievement is counting Research Victory tech as a requirement to unlock it, that's a bug. Knowing for certain whether or not that is indeed the case will enable the devs to more quickly fix this bug.
I like the idea, but think that the superweapons should be kept at tier 8 and upgrades should be balanced around that. Titans and starbases are more than enough midgame goodies; throw superweapons in the mix and you have an overwhelming number of midgame options.
The most notable issues of strategic spells not updating are summons. I realize they aren't "enchantments," so to speak, but considering that in the current build we can only have one summon per hero (ie 2 level 4 fire mages means, at max, 2 fire elementals), it's rather annoying and costly to have to unsummon then resummon a creature when you acquire a new node or two. While I would prefer to be able to summon more creatures, something should be done to address this.
[quote who="feelotraveller" reply="3" id="3135524"] An easily moddable file could be good though, if such does not already exist.[/quote] I would also a way to modify the names of my custom faction's cities, or at the very least set my capital city's name.
Unlock enchanting in the magic tree first, then you'll be able to build your golems.
I recently played a game that featured several Temples of Asok near my starting location (and the middle of the map for about 4 factions), and while I like how they're a force to be reckoned with in the early game, their threat level is currently way too low. They're considered a weak threat and only give 8 xp for the 3-unit stack, which, though perfectly fine when they're actually in a late-game army, is not nearly high enough of a threat rating for a level 1-7 champion/sov
While I personally don't like the way random spells are currently implemented, I do enjoy the idea and think they should keep it. The only currently-random spell I think should be ABSOLUTELY MANDATORY is Escape; there really should be a way for defenders to retreat from an unexpected battle (like getting jumped by those bloody Knights of Asok at lower levels).