Unfortunate, it seems like I missed this beta-patch. Good that there's still a lot of constructive criticism.
Aatxe
These work for 1.1c?
Ya, I try and get a company or two of archers maxed out for defense and offense. Works wonders when you can whittle them down before they get too close.
I found out a few things just messing around. On the units that get to zero hitpoints, ifyou take them to a town they regenerate. If they're defending a town, it can't be occupied or destroyed by monsters but they'll just keep attacking over and over and over til they can't attack anymore, or something makes them go away. And a certain merchant master has untold number of clones out there. Vaneria was the name I think? I ju
I'm an idiot, I forgot to back up the original 1.1 .exe file. I'll figure somrthing out.[e digicons]#:([/e]
I think that the resources are fine, except that they appear in clumps rather than spread out. Maybe to slow down AI city spam? It's also dependent on custom factions/cust sov and what they have as starting abilities. I haven't tried the default ones so I could be completely wrong. The last couple of games I didn't get much more than two resources somewhat together. I have though when I first started, seen something like this: Within the influence of a
Swamp of No Return? heh, Lame I know, but I feel like being a smart-aleck once in a while.
Maybe they're zombies?[e digicons]x_x[/e] More likely wandering spirits. They didn't finish something in that life and refuse to go on.
I think the warlord's sentinels need a little boost, I usually lose them in the first quest chain. They mostly serve as meatbags if enemies target them. That way they run around the map while I beat on them from the sides and behind. That doesn't make them feel like worthy sentinels. To the OP, its nice that some can use their imagination. There is a spot for a backstory when making a custom Sov or faction that usually gets skipped. What I
The pathfinding for exiting a city really bugs me too. I have lost cities when encountering that particular scenario, or when sometimes, your units and the unit you're trying to attack, stacks. That, to me, is a big fail. How does that happen? How do you stack with an enemy? I've also noticed the forest thing when there's a perfectly good amout of flat tiles not one space over. Micromanagement of pathfinding is horrible. Most of the t
I seem to have come across what Brad(= frogboy , right?) was saying about the crash happening when splitting/converging units who are under attack. That was the one crash that happened on my first run if this. The resources added is crazy, ended up with a smattering of fiveto eight split between my first two settlements. The AI is more annoying, especially during the first few turns. New Pariden's queen kic
Thanks, I've got no problem with giving it a go. Merry Christmas and Happy Holidays to you as well.[e digicons]:zoomba:[/e]
[quote who="IBNobody" reply="6" id="2853850"] Quoting Aatxe, reply 4 On civilized, I believe it lessens the cost of training Pioneers. I can't remember and not in the mood to check it out. Uneducated increases techs by 10%. Right? My assumption, but you know what happens when one assumes. I checked. Pioneers cost 5 guildar, 1 population, 10 materials, 5 tu
[quote who="Lord Xia" reply="8" id="2853847"]Also, you can have a Sov and a bride that are not Channelers, and all their kids will be channelers. I use the non magic Sovs from the book and their kids can cast magic. [/quote] I didn't realize that. I led myself to believe it was my way and never even considered that it was pointless.
On civilized, I believe it lessens the cost of training Pioneers. I can't remember and not in the mood to check it out. Uneducated increases techs by 10%. Right? My assumption, but you know what happens when one assumes.
I see pros and cons with this. Pros: 1. It would make the enviroment more interactive. 2. Resources galore! 3. >>I'm a pretty pesemistic person so its difficult for me to think in this category. Cons: 1. More AI city-spamming. 2. Improvement spamming 3. Faster way of reaching tile limit, especially on capital. (once those resources hit a city, the wall shadow incorporates them.) 4. Resources galo
[quote who="alaknebs" reply="1" id="2851820"]if there's no tile limit... doesn't that mean you can cover a whole map with just 1 city? [/quote] No, unless you flatten all mounains, deforest the entire map, connect islands, raise land from the ocean, meet fertile land requirements,...etc ad nausem. I do think that now that you can build on swamps and other previously useless land tiles is a definite improvement. I also think that building a garden
New spell: Snakeform: Basically as teh MTG card says, targeted creature loses all abilities and becomes a 1/1 snake til end of turn(thouh we could make it three.)
That would actually be a great idea. Sea monsters...with big boobs.[e digicons]:omg:[/e] [e digicons]k2[/e]
[quote who="Lord Xia" reply="4" id="2853531"]Massively better? Better, but not massively, just a horse of a different color really. [/quote] Good analogy if you considered previously it was a mule. ...Did I say that right? [quote who="Istari" reply="6" id="2853604"]...It would also be interesting if some champions were sometimes a threat until hired. They might band with other monsters or NPCs, or even with other champions and cause problems, like com
Happy Holidays.
If you do decide to play for keeps, imbue her before the wedding and all your kids and grandkids will come with free casting without the upkeep.
I've had no problem. May I suggest a defrag of comp? That usually helps me a lot if I'm having game problems. Though I admit, before 1.1, it crashed anyway.