Forum Replies Created
December 18, 2014 at 20:39 #140196December 18, 2014 at 19:21 #140165December 18, 2014 at 19:14 #140160August 12, 2014 at 19:43 #111778August 9, 2014 at 16:26 #110769July 18, 2014 at 17:39 #105789July 18, 2014 at 13:38 #105731June 29, 2014 at 18:18 #103223June 29, 2014 at 17:11 #103221June 28, 2014 at 02:55 #103064April 11, 2014 at 09:49 #76096April 11, 2014 at 01:43 #75846
Does any one knows how I can export in game created leaders into the editor?April 10, 2014 at 16:38 #75298
Hrmm, that’s what I get for not checking. I think was a tech at one point and stuck in my mind for that reason. Or I’m remembering something else. Sorry about the confusion.
There was such a tech once, but it got removed during the development.April 10, 2014 at 15:24 #75201April 10, 2014 at 14:39 in reply to: Why was the cost of the t3 racial building increased? #75105
This was done to balance the increase of the research costs for high lvl techs, which in turn was increased to delay the T4s.
Since the new research cost is influencing the class T3s and delaying them, there was a need to delay the racial T3s as well, otherwise they would have been available much too early, rendering the class T1s and T2s obsolete.
There is no “Build road” tech, and it is possible to build roads even when you set the road setting to none. The build road option is located in the builder’s build menu, that’s the button you press to build a city/fort, but notice that a builder has 3 options in the “scroll” that opens when you press it, the first default one is a fort, the second is a watchtower and the third is a road.
the rest of the process is like NamelessLime has described.
If you do not have the build road option there, then its a bug.April 9, 2014 at 00:49 #72844April 8, 2014 at 00:40 #71233April 7, 2014 at 23:12 #71152
Heroes learn new spells through lvl up, they can spend their skill points on new spells.
But they can learn only the combat spells of their class though.
That’s the main advantage of the leaders over the heroes, leaders can spend all their skill points on stats and abilities while still being powerful spell casters.April 7, 2014 at 22:44 #71119April 7, 2014 at 20:56 #71010April 7, 2014 at 00:01 in reply to: Is there an EXP bonus for killing a unit vs. just injuring him? #69721
Killing units awards you with more Exp then just attacking them, and Exp is also gained by using skills.
Fumble is the opposite of critical strike, if your units fumble they will do significantly less damage then a normal attack.
Try playing master earth with a sorcerer or an archdruid! you can get real devastating combos in the late game! (Hint: read about the earthquake and archdruid ultimate spell)
And water specialization can be a very good choice for classes that lack direct damage spells!
Okay, clarification. The wording itself is clear, but in operation it is not quite accurate. For instance, I noticed that Manticores are susceptible to being Panicked, even though they have Mind Control Immunity, whereas Strong will(-ed) units are not.
Fearsome is panicked, so mind control immunity doesn’t affect it =3
Tombles already clarified this issue a few posts up!
Yes, mind control immunity doesn’t effect panicked.
Guarding units are immune to flanking! So if the unit you were trying to flank only moved but didn’t attacked or used a skill it will enter guard mode automatically and you wont be able to flank that unit!
Its was discussed at length for many threads for the past year, and the current system is the best one in this regard!
So I’m sorry but it just will never happen.
Really sad to see there is no longer an AI level that plays best with no cheats ( a normal mode)
Why not? If I understand the AI correctly, they play the same code on all difficulties (except squire now), while the main difference in higher difficulties is how much do they cheat? so its easier for them to research, produce units and cast spells in higher difficulties!
So actually right now the knight difficulty will be the best the AI can play without cheating.