Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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Caster of Magic Release thread : latest version 6.06!

Perfect thanks. Then it looks like all the dispelling wave changes work.
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Is there any way to set it up so that Warp Node doesn't impact the next turns research? Like, do research at the end of the human players turn instead of at the start? Aggravating to miss your spell by 3 research, and then have a minimum of 400 research from buildings/heroes. (Obviously if research wasn't lost when a spell is completed this wouldn't be an issue.)
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I have been gone a while from these forums, I never played any experimental versions. I assumed that since they were "experimental" I'd be better off waiting. So I did. I just want to say I've very excited by version 5.0. I'm very interested in the new difficulty level and the more generous diplomacy system on hard settings. I also really want to see the water elementals. Sorcery is my favorite realm, but I'll admit I would use other realms every time I tried extreme instead of them, because they were too slow to start.

P.S.
what are "Super Dragon Horses"?
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Elven lords with chaos channels giving flame breath and focus magic increasing the breath attack. Its about 10 posts back.
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Merging speed 20 heroes! BOOM! how to delay combat! (I kinda wish the wizard could cast mystic surge on that hero. Just to see how long combat could go...)
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Oh god, that just sounds painful! I would hesitate to finish my turn just because the next minute is going to be the sound of constant merging effects.
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To be honest, I always turn the music off. Sad I know, but, there it is.
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Purple has a node. Green moves a guardian spirit onto the node. The Guardian spirit has now sat there for 3 turns without melding. Green has no other units on the node. Green is peaceful, and allied with purple.

Is this expected?
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He's just preparing for when they inevitably go to war in order to immediately undermine his enemy's power base.

"It's a guardian spirit, I mean, it's right there in the name! I'm 'GUARD'ing it for you!"
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Welcome Tlavoc and enjoy... Super dragons horses FTW! I actually LOLed :D

(October 7th, 2017, 11:32)Tlavoc Wrote: Early game the AI kept moving a stack of 5-7 hellhounds into view of my only city (very early) only to immediately move them away - repeated every other turn or so.  Not sure if it's a bug, but it was odd.

I've noticed something analogous and in this game managed to get the AI to repeat it in a reproducible way. It keeps loading the doomstack and unloading it again. I've tried getting rid of my ghouls one by one but it just ignores my stack which should normally be a huge priority, as with 2 heroes and just ghouls.


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.gam   SAVE4.GAM (Size: 151.94 KB / Downloads: 3)
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