Ideas, Requests, and Feedback

Actually Wodan , we are more or less in the fine-tuning stage. By we, I mean the team; not all of our plans are public. In fact, few are. ;)

On traderoutes... I'll look at them. Sounds like city size needs to play a larger role.

On graphics... We'd love to, but lack an artist. Shoggi has been learning how to convert units from Atlantica Online, and has had quite a bit of success, but that still leaves us limited in choice.

And I agree with A_Moon. If you want to have that conversation then do it via pm.
 
Your right, sorry.

Just a quick question. What level do you recommend playing on, becuase on noble (which i usually play on) the AI are terrible? I know this is being worked on but what level should i play on for now?
 
Your right, sorry.

Just a quick question. What level do you recommend playing on, becuase on noble (which i usually play on) the AI are terrible? I know this is being worked on but what level should i play on for now?

Try Monarch, with Always War on.
 
Actually Wodan , we are more or less in the fine-tuning stage. By we, I mean the team; not all of our plans are public. In fact, few are.

Ok, well, all the rest of us can go by is the version that has been released. ;) Sorry for misunderstanding your first post that said you're changing that mechanic; it would have saved us both some trouble.
 
Just a quick question. What level do you recommend playing on, becuase on noble (which i usually play on) the AI are terrible? I know this is being worked on but what level should i play on for now?

I play on Immortal with variable skill option turned on, which changes it to deity by game end.
 
Will he create a civ that can be summoned to destroy the Risen Emperor, and have some extremely awesome cult? (Please don't do this I am always Risen Emperor and I hate being destroyed, lol)
 
Laroth = Archmage from the Age of Magic (one of Kylorin's students, focused on Spirit magic), who is attempting to usurp Arawn's godhood. Not only are his actions responsible for such various things as the Once Elves (and thus the Malakim), Scions, and D'tesh, in the "official" story line of the scenarios he is the rising threat now that Auric and Hyborem are gone.
 
So I just thought of this idea

could you change how much mana is needed for arcane units to cast spells, like an archmage can cast cheaper lvl 1 and 2 spells, but the normal price for lvl 3 spells, while mages can cast cheaper lvl 1 spells

I just thought of this because as somebody becomes a greater caster, they've had experience with older spells and so have "fine-tuned" them and cast them more efficiently

just a thought :goodjob:
 
Ugh... just seems to take forever, just have to make sure to exterminate them first thing any game they are in I guess.
 
Is there a pressing reason why Stoneskin Ogres still exist? The Bannor declared war on me circa turn 157...and sent a cleric, an axeman, and two scouts. I investigated, and they never expanded because there was just an ogre chilling next to their capital with an effective defensive strength of 41, about a hundred turns old. I'm not sure what they were supposed to do about that. By the time I was actually bothered to get over there, I had a vampire with 250xp, and he couldn't do anything about it either. Ate cities, left, was dissatisfied.
 
Actually there are two spawngroups.
One is just some guys from the Skullsmashers clan, the other inlcudes their hero.

I'm pretty sure they aren't supposed to spawn that early.
Basing on what Viatos said, he should have spawned around turn 50.
If I remember correctly I put some pretty steep requirements on both groups, so that situations like that don't happen.

Is he named? Could be a lair result.
 
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