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Yeah, if I were that AI, I would have taken the deal, then declared war again once the treaty expired.
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# ¿ Mar 9, 2014 22:23 |
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# ¿ Apr 27, 2024 16:17 |
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AngryBooch posted:Yeah, that was a thing in Shadow Magic. It's also how I beat the last map pretty handily when my main hero was nigh untouchable and could double-strike counter-attack with a life draining lightning mace. You could also research just about everything by the end of map #2, and then just summon armies all over the place in the later maps. I gave 2 of my heros Drain Will+Dominate, allowing them to convert the toughest anything they came across.
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# ¿ Mar 20, 2014 22:38 |
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teb1288 posted:Is there a way to encourage my computer allies to actually do anything? You could try razing the cities instead of trading them, to break the stalemate.
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# ¿ May 19, 2014 12:43 |
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Is there plans to have an expansion pack to the campaign? It kind of seemed like it ended when there was still more to go.
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# ¿ May 27, 2014 00:36 |
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Thyrork posted:Gerblyn, had a crazy thought, hes the raw: Some sort of 'disjunction ward' like the one you get in aow2 might solve the city enchantment problem, if the ward itself becomes a city enchantment that protects the city. I think the disjunction thing works fine in tactical combat, although it might be nice to get a small bonus from big spells that get disjuncted before they go off - a disjuncted mana core explodes for some minor damage, a chaos rift or beast summon summons one last thing before it goes (although in the latter two cases you have already got some value out of it before the opponent even gets a turn.) I usually just try to bait out the enemies casting points with big hero spells, and save the massive ones for last (and hope).
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# ¿ May 29, 2014 11:47 |
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I just discovered something really fun. Explosive Death stacks - so if you have a dreadnought hero, summon 5 spy drones, then your flying bombs can explode TWICE. And then there is the shrine of the scarlet destroyer, but I haven't tried that yet.
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# ¿ May 30, 2014 07:10 |
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Are there any decent custom maps/scenarios that other people have made? I did a brief search and found some, but they're terrible.
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# ¿ Jun 11, 2014 02:09 |
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Another argument for frostlings is that there is very little in game that actually does frost damage. Faerie fire and shadow stalkers are about the only representatives I can think of, whereas fire has dwarves and draconians, flame tank and other dreadnought things. Lightning is represented pretty well with high elves and sorceror things.
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# ¿ Jun 15, 2014 07:09 |
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Tiny Chalupa posted:As someone who just picked this game up is it worth messing around with the Tutorial or should I just hop in a random map and figure it out? I've put 200+ hours into Civ 5 and hope this will solve the same sort of itch In many maps you'll get cities of whatever race, so even if you're a goblin doesn't mean you can't have draconian/orc cities.
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# ¿ Jun 18, 2014 12:26 |
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vulturesrow posted:How polished is the game right now? Looking to get the half off deal on Steam and just want to know how frustrated I'm going to get. The AI needs work (When it gets to the point where you're going to beat it in a battle, the AI razes every city near you and retreats to its throne city), but otherwise its great. Worth getting now, because they're working on fixing the AI problem.
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# ¿ Jun 26, 2014 04:18 |
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Chomp8645 posted:Good lord. The bolded parts do not follow. This is the attitude responsible for the legion of garbage early access titles infesting Steam. I mean that its worth getting now that it is on sale, for those considering getting it on sale. quote:This is a good game in case anyone is wondering. So, on the dreadnought campaign: I think it's dreadnought match 2 or 3, we're chasing after the traitor and hunting them down. I start the map without any cities and have to move in and take one. WHAT DO? I tried and got utterly railed.... Maybe I didn't move fast enough? next time I should try and take the first city ASAP, I think I took it around turn 16? I could possibly have taken it a few turns earlier, which might have helped. Lobsterpillar fucked around with this message at 23:19 on Jun 26, 2014 |
# ¿ Jun 26, 2014 23:13 |
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Dandywalken posted:I havent played in ages and when I did it was mainly SP. Is the late-game tier-4 spam an issue still? They did a balance so that lower tier units are more useful late game and tier-4 class units require an extra building to build, so its not as much of an issue. I didn't play it when it was, though.
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# ¿ Jun 26, 2014 23:21 |
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Thyrork posted:The groups public and in the OP, Speaking of the campaign, I really liked the final Edward Campaign vs the elven court. It played out much differently to other campaigns because you don't get any heroes and I found I had to rely more and more on regular units. It also punished my early game turtling when I saw a massive army approach and raze my outlying cities (despite my allies having massive stacks that could have fought them off, they decided to just let them pass).
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# ¿ Jun 27, 2014 00:04 |
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Redeye Flight posted:Picked this up in the Steam sale, working through the campaign on both sides... on easy. I really enjoy this game, and the setting, but I am NOT good at it. On the last campaign I turtled a city with 3 stacks (including two heroes), and the AI just hoarded stacks of 6 around it, occasionally attacking and failing to take the city. It got to the point where there were about 15 stacks of enemies just surrounding the city. On that note, you can fairly effectively defend a city against a superior force with a team of 4 archers and 2 reasonably tough melee units (to defend the gates). Until they bring in hordes of fliers. If you're playing as Edward, get him a mount that gives fire protection and research unstable mana core and/or hellfire, just spam them. Especially good against cities, because you start off further away from the enemy. (if you don't get the mount, you can always cast fire halo first, but they might dispel it.) Lobsterpillar fucked around with this message at 07:55 on Jun 30, 2014 |
# ¿ Jun 30, 2014 07:49 |
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GrandpaPants posted:Is there a way to speed up all of the animations? I was playing through my first random map and towards the end when I have like 4-5 groups, I'd have really appreciated faster animations. Do you mean combat animations? Double click attack/move/use ability on the target and it speeds them up.
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# ¿ Jul 1, 2014 03:12 |
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GrandpaPants posted:I got it during the steam sale and the only time I made Settlers (on a random map) was when there was a group of 4-5 resource nodes within a modest domain reach. The rest of my empire was conquered or bought out. on campaigns at least, there is usually fairly obvious spots for building new cities which have several resources clustered together.
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# ¿ Jul 1, 2014 22:57 |
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Smiling Knight posted:I've not finished the campaign yet, but so far turning the elvish rogue into a melee murder machine has been fantastic on normal. Go for any talents that directly affect melee capabilities (first strike, projectile resistance), utility stuff to make it easier to get to enemies (passwall, sprint), and all the rest into attack/defense/hp. Meanwhile, secondary heroes get built as casters. They can use their own mana to cast spells while the main elf establishes a beachhead. By the time her HP as worn down, she has killed a bunch of enemies and given time to bust down the doors. Charm is super useful, too. Especially with Orc Priests/Succubi to curse your enemies and reduce resistance.
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# ¿ Jul 4, 2014 00:44 |
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Arrrthritis posted:Rule of thumb for the campaign? ABC I had big trouble when I first played that mission but on the second playthrough it was a lot easier. I just steamrolled over the goblin cities and had my leader make a beeline for the dragon dwelling, picking up the orc hero on the way and leaving the other heroes to hold the land I'd taken. Once the egg hatches getting to the dragons is easy, and once you get a dragon or two and level it up on smaller cities/stacks you can seige their capitals.
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# ¿ Jul 7, 2014 02:11 |
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Redeye Flight posted:Each campaign is six missions long, on either side of the choice. Ironically, the Edward loyalist campaign is less loyal to the emperor than the Edward torchbearer campaign.
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# ¿ Jul 13, 2014 08:08 |
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Antti posted:My second go at the second Elven campaign mission is going a lot better, although interestingly I think it's starting to get sloggy again. Let me explain: Don't neglect level 1/2 units. Goblin swarm darters completely ignore line of sight penalties, so you can march them right up to the city walls and slaughter things on the walls pretty easily. Eventually they'll leave the walls, but you still get an advantage.
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# ¿ Jul 16, 2014 01:36 |
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Redeye Flight posted:I am really bad at this game. Part 4 of the Elven Campaign on normal and I'm just completely locked up. Isabella is just spewing out endless Shadows and Succubi and I don't have the tools to kill them fast enough. Meanwhile she's ALSO putting out two city enchants per turn, so I'm just drowning under brigands while dispelling Incite Revolt and the shadow thieves are taking my econ to poo poo. I had something similar, eventually bet it by finding the teleporter to her throne city and sending a hero stack through. The teleport is on an island in the SE. You only need to take out the leader and the throne city, you don't have to take the horde of other cities that spit out shadow stalkers. Don't forget to rescue the dreadnought on the way past the teleport (he's in the dungeon)
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# ¿ Jul 17, 2014 01:01 |
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Smiling Knight posted:After completing the Elven campaign on normal, I decided to jump into the Commonwealth one on hard. Not having resurgence on all my heroes makes it a whole new ballgame! I found it didn't matter that much in the campaign, as most heroes are mission critical and if they die in tactical combat, you fail automatically. It does help with your leader having resurgence, though, because it makes them the most expendable of your heroes.
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# ¿ Jul 23, 2014 08:07 |
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madmac posted:That's an oddly specific complaint, in my experience city founding barely plays a role in AOW 3 campaign play at all. Mind you, I don't bother building cities outside of the scripted events giving me pioneers to build in certain locations and the AI isn't big on expanding either, so eh. One of the post-release patches changed AoW3 saves so that you get an automatic save on the turn you win a campaign. So you can pick up the campaign from any point, if you've finished it (eg. the torchbearer/loyalist branches)
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# ¿ Jul 29, 2014 08:09 |
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The Royal Scrub posted:I think I did do that, some tooltip said we recommend starting with the Elf campaign and it was pointing to that button. I feel like the one I played could have been the first mission though, it was the Elf chick's brother getting killed and then I teamed up with the Draconians to kill Orcs. Yeah, thats the first elf one.
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# ¿ Jul 31, 2014 06:26 |
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pigdog posted:Finally finished the elf campaign. This is one of the most frustrating games I've ever played because the core gameplay is good, but the campaign missions are so shittily designed. (Can't not play the campaign either, because of OCD.) That last mission must have taken me 2 weeks with constant restarting. loving hell. Which branch of the elf campaign? I found that the torchbearer elf campaign wasn't too hard because you get quite a few heroes at max level, and you can simply fly around Sundren with a stack or two of flyers and assassinate each players leaders one by one (Throne teleport reroute works on every leader, not just the two you need to get to win, and puts you at peace with anyone you've captured). The loyalist campaign is harder because you have less heroes and your allies are crap
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# ¿ Aug 16, 2014 02:59 |
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Veyrall posted:I thank you immensely. Draconian Druid also gets Draconian Shamans, which can be very powerful versatile. Use their fire bolts against goblins and orcs since they resist poison Tip - in tactical combat you can farm xp for some spellcasters and heros by having them constantly cast spell abilities on whatever friendly unit is nearby - dispel magic is the easiest for this, but other ones can work too. You can siege a city, and just sit away from the walls with your spellcasters having a wankfest until they level up. Bonus points if you manage to take an AI city which has a settler in its army - the settler just flees to the back, and you can surround it casting entangling touch and every now and then hitting it (because if combat goes on too long without something being damaged it becomes a draw)
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# ¿ Aug 19, 2014 10:13 |
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Carnalfex posted:Huh. Maybe it was just dumping crappy items? There is no way to get rid of items you no longer need (like a slew of basic bow/wand items) apart from just dropping them on the ground. It is weird they were all on that water dungeon though. Quirky. The only times I've got that many items is in a campaign after maybe collecting 3 maps worth of equipment.
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# ¿ Aug 24, 2014 01:27 |
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Carnalfex posted:Sure, but the game dumps heroes on the player through a firehose, which means they are either a mediocre combat unit or a stack leader if you luck into a theocrat/warlord for the most part. Still, players can limit the amount of heroes they get in a game but the default is pretty high for each map size (I think it's 5 or 7 for medium maps in addition to the leader?). While hero hiring could perhaps be scaled based on how many heroes a player already has, that is still kind of a backwards not-quite fix to spellcasting focused heroes being hampered by a basic game mechanic. They are already tough enough to use early (when it matters) since mana is tight in the early game. One city buff can eat your entire mana income, to say nothing of essential scout summoning and combat spells. Are you saying that secondary heroes being able to cast more spells/spells out of combat would be a good way to address the mana flooding? Because if so, that's a great idea.
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# ¿ Aug 30, 2014 22:16 |
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Ojetor posted:How is everyone saying Archdruid heroes suck when Dreadnought heroes exist? At least Archdruids get decent spells plus healing and healing aura. Dreadnought heroes are pretty terrible, except maybe when you're playing a Dreadnought leader. Dreadnought heroes get a musket, which I quite like, and firebomb and some useful resistances and army buffs
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# ¿ Aug 31, 2014 07:17 |
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a!n posted:They can also do stuff with your siege engines which is pretty helpful. Repair machine certainly is, but quick reload is completely useless unless you have dreadnought units.
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# ¿ Aug 31, 2014 09:33 |
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Just finished the first mission on the halfling campaign. First off, mounted archers are insane, my capital got the focus chamber (+2 ranged, +1 lightning for archers) and the stables of vigor (fast healing, free movement, high morale for mounted units) so my mounted archers already start with a big bonus. Then the warlord skill that gives +15 HP and constant levelling of them and by the end of the game I had several stacks of mounted archers at champion 2+ with 100+ HP. Sprint is also awesome for them.
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# ¿ Sep 21, 2014 20:21 |
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Has anyone else noticed that the sorceror spell "age of magic" still says it increases your casting points by 50, whereas what it ACTUALLY does is halves the casting cost of all spells (including hero spells in tactical combat).quote:Umm, we didn't actually add a Halfling Dreadnaught You'll need to make your own in the leader editor. But there is a halfling dreadnought hero - the one who arrives in the first scenario with some party robots?
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# ¿ Sep 23, 2014 22:16 |
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madmac posted:Man, Naga dwelling really is the best dwelling. There isn't a single thing you can build there that isn't awesome. Putting together Naga raiding squads, all with swimming and fast regen and really tough in combat is so satisfying. Matrons might be my new favorite support unit too, at least once they hit gold and get Call Lightning. Naga are amazing. Ah, I loved that shadow stalker in that campaign. You could pair it with a bunch of apprentices and have them heal it, then stun the enemy for massive backstabbing bonuses. I also liked the 'summon lesser elemental' spell on that mission, I summoned a horde of lesser elementals and levelled most of them into regular elementals. Blight elementals are pretty cool in an elemental army (they disgust all the enemy halflings!), although I found the earth elementals tended to eat most of the blight damage from the enemy shamans. Then again, they had regrowth so they took a lot of damage but didn't die. I also love the new treasure site bonuses. I built a city with the Sunken city (Sirens + Mermaids) and the altar of bound souls (support units get Resurgence and +1 resistance) and created a murderstack of Sirens plus their Kraken buddy. They'd easily take down stacks of 4 manticore riders, often dying in the process but resurging.
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# ¿ Sep 24, 2014 20:20 |
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Redeye Flight posted:In the first mission of the campaign, my halflings uncovered a "Cloak of the Young Adventurer" from a site. It's green. There's also an item now called "Delicious Second Breakfast" that gives any hero the same recharge ability the Brew Brother has. in AoW shadow magic there was a Halflings Ring that granted invisibility and (I think) physical protection.
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# ¿ Sep 25, 2014 01:55 |
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madmac posted:Got around to finishing the last Halfling Mission last night. That was fun, and if the Seals mechanic consistently leads to massive King of the Hill battles even in RMG then it's definitely a pretty cool endgame alternative. My strategy for that map ended up being 90% Nagas. I didn't have the time or economy to really get anything rolling from the Halfling outposts that was nearly as good as a bunch of leveled up Snakemen grinding their way through enemy hordes. I know what you mean about the halflings, I kept getting my domain invaded by shadow stalkers and halflings basically have nothing that can combat them effectively. I ended up taking them out with a team of naga matriarchs and a hero with a flying mount. I did manage to get Ham Binger to convert a few of the enemies apprentices, which was very useful. He ended up with a murderstack (with resurgence) that I gradually added gluttons to, running between two of the seals, while the other heroes would desperately try to defend my cities. I stuck one gold medal apprentice on one of the seals to hold it and only had to return periodically to clear the spawned defenders, the AI seemed to ignore that seal completely (Perhaps because the other two were easier for it to access)
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# ¿ Sep 26, 2014 20:50 |
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Carnalfex posted:As it is, alignment does almost nothing *except* determine your alignment with bots, but yeah it does kinda of feel tacked on without a purpose. It could be thrown out entirely and it wouldn't really affect gameplay. In order for it to be linked to more things and feel more important, though, the player would also need to have more viable control over it. As it stands most choices that give you good or evil points are choices that a player is going to make based on their actual needs in the game. You aren't going to migrate a city to end up with terrible climates for the inhabitants, that is just poor planning, and maybe you really need a city there and have no problem defending it, so burning it down is a bad call too. The only option remaining gives good guy points. Fighting guards that try to run is similar. You'll want to fight or not based on your ability to mitigate any damage you take in the fight with defense, healing, etc. If you can't afford to take the time to do that or will take losses you take the free win for the resources. Declaring war and peace is based on your needs to actually win the game, too. Everything that you can do to get light/dark side points has them tacked on to a different gameplay decision that you need to make based on its own merits. The Civ4 mod Fall from Heaven 2 did random events quite well. It had event popups that would give you a choice, and some choices were unavailable depending on your alignment, race, religion or civics. Each choice often had a reward or penalty associated with it, too. They also had random NPCs heroes that would spawn, and one feature I liked was the armageddon counter. If there were too many evil civs doing evil things (like razing cities or even just existing) the armageddon counter would go up, and would trigger events such as blight (Massive (global) health penalty to all cities, poison damage to all units), and later on summoning the four horsemen of the apocalypse if the count went too high. You'd get other things, like changes in the random events and hell terrain spreading faster when the counter went up. Random, scripted events (or triggered events) would be a great addition to age of wonders, in my opinion. For example, randomly spawning groups of NPCs when a top tier spell is active (such as a bunch of neutral hostile sorceror units spawning during "Age of Magic", rogues during age of deception, theocrat during armageddon)
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# ¿ Oct 2, 2014 02:51 |
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eXXon posted:Does incite revolt actually work against the AI? I spent like 7 turns maintaining in the Isabella/archipelago map against multiple disjuncts and nothing happened. I never even got a popup saying "rebellion due in x turns". Then it got disjuncted away from 200 strength in one turn, and a few turns later I got incite revolt placed on one of my cities with a trigger in 3 turns. revolts happen when a city is unhappy, not because of the spell. So Incite revolt can cause rebels to spawn but only because it makes them lose happiness. If you choose a wild magic rogue then you can use incite revolt and warp domain to make extra unhappyness (and camp some armies outside their gates for the enemy at the gates bonus)
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# ¿ Oct 5, 2014 03:01 |
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Lorini posted:I need help with the Animate Dead terrain. What I do is manual combat, but I use auto-combat within the manual combat. But even if I don't use auto-combat, the Independent's guys constantly get re-born and every time I die. What am I doing wrong? Thanks. If you can, sit your troops on top of the corpses of the independents. That will prevent them resurrecting.
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# ¿ Oct 5, 2014 22:54 |
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madmac posted:It increases the number and strength of neutral defenders, so at max setting basic gold mines and stuff will have five guys guarding them instead of three, for example. It also means that a 'mythical' treasure site will have 3 tier 4 class units protecting it + support, which means you really do need your own T4s to take it out. Is it possible to get the expansion special buildings (linked to treasure sites) in the original campaign? I'd quite like to replay it, with the additional expansion stuff if that is at all possible. Lobsterpillar fucked around with this message at 02:51 on Oct 7, 2014 |
# ¿ Oct 6, 2014 23:45 |
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# ¿ Apr 27, 2024 16:17 |
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In the upcoming expansion I'd like to see army bonuses appear on non-hero units. It already kind of does with the bards skills that bards and some halflings get. The gold dragon also gives a buff to the whole stack. If the frostlings were a race, then the Ice queen could do things like give all units in the stack +1 frost damage. Necromancers, too, could have some sort of lich lord that gives bonus damage or other buffs to all undead.
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# ¿ Oct 11, 2014 23:21 |