it was a logical error, research costs for existing spells weren't getting influenced by game speed (the bug isn't there if you play on 1x speed)
Oh hello Captain Obvious sorry, I totally forgot to include that I am playing on Game Speed 4x setting (the one you set during game creation, influencing research/production/crafting speed) , since I always set that to 4x ; not the one for faster character movement in the Options. Think I'll just do the no-magic playthrough till 1.22 is released, and put the Orcs on the backburner. Thanks again, really appreciate the great work you folks do!
Update on the Dwarf game: Turn 175, and I'm hosed. Mentalism is not doing enough compared to the other schools (in combat damage, summons) so I'm basically done. I managed to drop Eyesore, who also had boatloads of Mentalism and Dwarves for the main race (which is aggravating. I really don't like Mirror Matches), but the others not so much. Rune Engines are awesome so are Golems. Roads everywhere. Next game I think I'm going to do something more traditional. Prime, Paradise and Shadow with the Draconians (since I have yet to really play them).
Another UI bug When selecting a building or unit from the center panel on the city screen, the list of buildings/units will scroll so that the top of the list is in the middle, obscuring the buildings.
Let me add some screenshots! To be clear: it only happens the first time I enter the screen. Subsequent selections will find the building correctly (I think. I'm at work and took a break to get in a few turns, so I need more time with it).
Grey elves game hangs on Waiting for other players part. Turn 223. Do you need to take a look at my save?
So far I'm really liking this game. My only complaint is the battles feel a bit clunky. I really like the battles that Crowntakers had but that game lacked variety. I'm still early in the game so I'll wait for my final verdict.
OK, just submitted my review to iTunes/App Store. Glowing, of course. and did I mention kinda long? Also, I'm starting to share my experience with the game to friends, starting to pique interest with those that like 4x games. Thanks to @nullzone and others for helping me learn this great game. I'm sure that it will take years to fully appreciate how complex/deep this game is, but 100% on board at this point.
@khann, you might want to try changing the animation speed (main menu/options); it does make a difference, gets rid of the clunkiness, but also everything moves more slowly. I kind of like it at 2X speed, I think the default is 4X speed.
[REQUEST] Separate settings for overland and battle animation speed khann/Mintdragon, your discussion gives me an idea. @Wastelands: Would it be possible to have separate animation speed settings for combat and overland map? On the map, I prefer when my units move a bit slower, so I do not miss out on any interesting features like Inns. In battle, I usually run with 3x animation speed. Otherwise, larger battles (which are the norm later on, 16 vs. 16) take ages to complete.
Thank you, it does make a difference. I also think the dev might want to change the app store images. The photos don't really show the game. The pictures look more like a F2P/P2W game. Throw in an image in the middle of a battle or an image of troops and towns on the world map.
[REPORT] Playing with normal 1x gamespeed I feel pretty dumb now Yesterday, I started my first game on Gamespeed 1x, instead of the usual 4x (research, building, etc. is 4x faster). Does that slow things down... have to rethink a lot of my strategies when playing like this. Till now, I always went with 4x; simply because I don't have that much time to play, and the increased speed allows me to finish games faster. Question to all: Which gamespeed do you usually play on? That said, I played with Orcs (hardest difficulty, only 1 Plane and 2 opponents to get a feel for it) and still managed to conquer 3 towns and raze a 4th before turn 10. Learned a new trick or two as well, here you go Be warned that this will stretch you to the limit. I had so few garrison troops, if anything comes my way, I have a problem. But I felt it's worth taking the risk, turtling up vs. steamrolling the opposition. Even if I lose one of the conquered towns, that early in the game it's not much of a loss. Preparation - Take the "Cartographer" Trait. - Take the "Alchemist" Trait. We want to get the most out of moving Mana/Gold around in those important early turns. - "Planar Cartographer" is optional. It needs 2 extra points, and only kicks in when we reach another Plane. By that point, we should have consolidated enough that we can just explore the new Plane normally and go about business as usual. Seeing right away where enemy towns are is only important on our Home Plane for this to work. - "Mentor" Trait is optional. Needs 2 points, but gives you an extra unit. Which can make all the difference in the first turns. - "Archmage" Trait is optional. Nice to have more Spellcraft, but not strictly needed for this. - Take at least 1 point in Protection: We want the spell "Circle of Protection" (CoP). Anything else protective, e.g. Stoneskin, is not mandatory but a nice bonus. In game - Right away, summon as many Magic Spirits as you can afford. Move Gold to Mana as needed. - Move all Power points to Mana. I only kept 2 on Spellcraft, and none on Research. - Always keep enough Mana in stock to cast at least 1 Circle of Protection; more if you have more units in a fight, or have more than one battle in a turn. - Split your starting troops. Sending only one after each town is a bit of a risk: By the time we get there, they could have built more defenders. What I did: To the closest towns, send a Magic Spirit, a single Raider, etc. To towns further away: Either have units converge after the first wave, or send 2-3 right away. Even 2 Spirits are okay, thanks to CoP. - Send your strongest and fastest starting unit (e.g. Orc Wolfmaster, or Greyelf Pegasus Rider) to the farthest town you want to conquer; ideally one belonging to an enemy Sorcerer. See below, test is not complete yet if one protection-powered unit can take out a whole Capital starting garrison. But from what I saw so far - how much damage CoP soaks - it should work just fine. - Optional: Note that I didn't fully test this yet, so it's a bit theoretical. If have you some good protective unit enchantments (e.g. because you took more than 1 point in Protection): *ONLY* do this if you have leftover Mana after CoP, and after you think you have enough Spirits. Cast protective enchantments (e.g. Stoneskin, or the one that turns the unit into a Construct - Crit Immunity is very handy; Cloak of Fear is nasty) and store them. When your strong unit (see above) reaches its target, drop all the enchantments on it for powerup. In combination with CoP, this should make the unit strong enough to take out a much larger army single-handedly. - When fighting, cast Circle of Protection once your unit is in position. CoP soaks so much damage early on, that even a Magic Spirit wins against a Dwarven Defender easily (tried this, worked perfectly) . Even my Mage Hero Cyrimm the Learned with only 30HP and next to nothing in Melee power took down a Draconian Hunter without breaking a sweat. Two Orc Raiders won against 5, taking almost no damage during the battle. - Keep on cranking out your cheapest unit(s), and send them off to conquer; either alone or in small groups of 2-3. I took a huge risk here and left only one - two at most - units as garrisons, so I don't lose steam. - Only when you run out of Gold/Food for upkeep, reached your goals of conquest, or if Unrest can't be handled anymore without garrisons, start to consolidate and create stronger garrisons and buildings. - If you have the Gold to spare, buy buildings like Granary in between; to produce more food -> upkeep for more units.
So far I'm still sticking to normal/mageling on 4x speed, only played two or three games to completion so far though. Quick question about a couple spells: - What kind of tile does Transmute work on? Doesn't seem to work on the mines I had, ended up randomly tapping on the map until it went through and I didn't see what I ended up improving. - What does Slaveworks do, because it appears to have no effect on anything actually in production. - Does corrupting tiles in enemy cities do anything? Can I mess up an enemy's production by corrupting their resource tiles?
Welcome to the crowd, Jenman, and thanks for the info! I remember your name from seeing it in the Demon's Rise thread Transmute should work on any tile with a resource on it; e.g. the little Coal, Silver, Gold lorries. There was a bug with it in earlier versions, and I cannot recall right away if it's fixed already. UPDATE: Just went through the thread and changelogs, couldn't find info that it's fixed. UPDATE 2: Changelog for v1.2 says "-Fixed terraforming spells", that could include Transmute. @Wastelands: Could you let us know if that's correct? Or if it's still in the pipeline? Slaveworks should trade 500 population for - I think - 100 production points. I never tried it though, so I cannot say if it's working correctly. I reinstalled with v1.2.1 being out, and deleted all my saves. Will see if I can get around to testing it this evening. Yep. I don't think it affects production, but I am pretty sure it affects population limit and food. Of course, the Undead need corrupted tiles for their towns. Again, not 100% sure, but it seems that uncorrupted tiles don't count towards town bonuses for Undead. @Wastelands: Could you clarify on the above?