ydejin wrote:They've always all reverted to neutral for me as well.
Me too. Either a very rare bug or an AI captured the city on the same turn it turned neutral.
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ydejin wrote:They've always all reverted to neutral for me as well.

Freezer-TPF- wrote:I may cave and buy this tomorrow morning. I'm finally getting a little more gaming time and am getting a little bored with Grimrock.
Mr. Fed wrote:
Question: Any way to see how you are doing compared to other mages? Graphs, scores, etc?
Jaymon wrote:Found something, I conquered a neutral city that was just exactly in the wrong spot. Razed the city, and it turned into a settler, which I though was an excellent touch.
Freezer-TPF- wrote:I finally got a chance to play this last night for about 45 minutes. Looks very, very promising. I've looked through the Beginner's Guide and glanced at the city building trees.
Does anyone have any good starting out tips--what resources/buildings/units to prioritize in the early game, should I pump out settlers as fast as possible, is it feasible to rush nearby enemy/neutral cities, etc?
Sepiche wrote:Freezer-TPF- wrote:I finally got a chance to play this last night for about 45 minutes. Looks very, very promising. I've looked through the Beginner's Guide and glanced at the city building trees.
Does anyone have any good starting out tips--what resources/buildings/units to prioritize in the early game, should I pump out settlers as fast as possible, is it feasible to rush nearby enemy/neutral cities, etc?
Yeah I usually keep up a fairly steady stream of settlers, but only as I use my troops to explore and secure new areas to settle. I think it's also pretty important to get the ability to build some sort of advanced unit as soon as possible. That will at least ensure you have a chance of fending off most early threats.
Level 1 neutral cities aren't too tough and you can generally take them with 2 or 3 basic units. Level 5 will take more of an effort and I usually hold off on attacking them until I've built up a little.
It's also probably good to get at least one harbor fairly early on so you have the option of putting your units on transports should the need arise.
Freezer-TPF- wrote:What is the best early route for gaining access to advanced units--building on special resources (iron, other special nodes)?
This game really needs an ingame Arcane-opedia.
Zurai wrote:Stubborn Knights are probably the best all-around unit in the game for their price. They're fairly cheap, fairly easy to get, and very tough with a lot of hit points and good damage.
$iljanus wrote:I gave my Stubborn Knights the power of levitation, turning them into Flying Asses. I would laugh if I saw a group of flying donkey's coming my way but with a bunch of perks and magic buffs they were able to take on dragons.
Paradox Plaza Forums wrote:Patchnotes v.1.1.4.28
- Changed Domination victory conditions - now it is enough to control >50% of Holy Grounds in all worlds combined (it was needed to control all of them before)
- fixed crash with click on news about new building in destroyed city
- fixed no upkeep bug with units in transport stance
- fixed exploit with clicking on debuffs
- fixed difficulty settings bug
- fixed experience gained by Powerful Lords
Fretmute wrote:I can't stop building trolls. Add in the right god spell, and they regenerate nearly 40 HP per turn. A few of them in a pack is next to unstoppable.
Jaymon wrote:I have found it hard to specialize a city for research, anybody got tips on that?
Paradox Plaza Forums wrote:Patchnotes v.1.1.4.28
- fixed difficulty settings bug
ColdSteel wrote:Paradox Plaza Forums wrote:Patchnotes v.1.1.4.28
- fixed difficulty settings bug
Apparently the problem was that if you saved a game and then reloaded it, the difficulty level was reset back to normal. So everyone that was thinking those large, challenging or impossible maps were too easy, might want to try it again after the patch.
Silvaril, what allows you to build elven archers? I got some as a reward once and they kick butt. I especially like the heal and move perk they have.
$iljanus wrote:ColdSteel wrote:Silvaril, what allows you to build elven archers? I got some as a reward once and they kick butt. I especially like the heal and move perk they have.
There's a resource where you can build an elven village which allows you to build the archers. One of the stranger things you can unlock afterwards is the elven casino.
Freezer-TPF- wrote:How do I get my cities to grow population and gain territory faster? Do I just need to get them to produce more food (build farms, etc) or is there another factor?
Play as the all new Great Mage, Malixalxochi, Wizard Queen of a powerful race of reptilian warriors known as the Koatl. Renowned for her cruelty and ferocity, she is a formidable foe to anyone in Ardania who dares oppose her.
The new Mage brings two new perks to the battlefield: Lord of Koatls and Koatl Training. As Lord of her race she can hire fierce reptile Spears, Hunters, Warlocks and of course the powerful Giant Turtle. Then instruct any of your units with Koatl training for increased protection from ranged an Melee attacks.
Crush your enemies with the Power of the Serpent!
Features
The Great Mage Malinalxochi, the Queen of Serpents.
New perks for Great Mages:
Koatl Training – Increased protection from melee and ranged attacks for all of your Great Mage's units.
Lord of Koatls – Ensures the appearance of a Koatl village near the capitol of a Great Mage.
The Koatl village is a local resource that allows for the construction of buildings that enable the player to hire Koatl Hunters, Koatl Spears, Koatl Warlocks, and a powerful Giant Turtle.
Stuie wrote:......, and a powerful Giant Turtle.

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