Um... there's nothing wrong with Win7 Home, nor is there anything wrong with an i7 CPU. The only real argument there is that it's an HP notebook, but even then, that's a terrible argument. It's like saying something along the lines of "Well, the xbox has inferior hardware to a ps2, so it's no wonder that the xbox version crashes all the time". No one would let you off the hook with that excuse, because the company that develops the game should have known that, and dealt wi
Kalin
I've never had a problem with caravan micro in WOM... I don't think there was even that much complaint about the micro, it was pretty easy to set up, built a unit, send it, done. The problem with caravans was that it was part of the city spamming strategy. You'd spam cities, make a caravan and send it back to your capitol, and you get tons of food/gold that offset pretty much any other penalties. So I'm not surprised that they were removed. As for your suggestions, whi
Probably the easiest way would be to add a custom trait for your faction, then go through all the items that you want to restrict and add a prereq tag with the RestrictedAbilityBonusOption type and your trait as the attribute (see archery tech and how it is excluded from no range weapon for an example). Then add your chitin armor requiring that same trait. Takes a bit of work, but no modding of the tech tree needed.
Horses are blacklisted from legacy of serrane, so that's why you can't buy them if you take the trait. Also, in order for you to buy warhorses, you need a stable that's actually a part of the city (not in it's territory, but actually in the city walls). There are ways to fix both of these, but the problem is that legacy of serrane is a trait designed for a, now, unsupported faction, so I'm not sure if it'll ever be fixed (this has been mentioned many times before). If
One time I saw Vetrar roaming the country side attacking everything, until he attacks one of those lv9 heroes (forgot which one it was), and lost. Priceless.
You get this all the time if you play Pariden (or any Amarian race) due to their blood trait, or if you are fighting them. It's not 100% of the time, but it happens way too often.
That's just Waerloga standing beside him, it's a perspective thing. The dragon is just his mount, Waerloga is the one that's trapped.
I'm pretty sure both has movement of 3 (I don't have the data files with me here atm). With higher initiative, all you need is a bit of patience, wait for the double turns and attack on those, then run away after. That would also give plenty of time for your skill to recharge.
Essence has always been closely linked with magic in Elemental. Since the point of adding it in is to create more variety of cities, I'm guessing it'll have something to do with magical structures... probably to summon(recruit) fantastical creatures and/or provide magic defense against overland spells, as those two areas seems like they need the most development ATM. It'll probably have something to do with the new spells that they say they are adding in as well, but that's a
Well if I could control that Ignys, it would win every time. The combination of higher init and + range attack means that if you just keep away and use the range attack whenever it's off cool down... you'd always win as long as you don't screw up and get yourself cornered. The bear would just be running around chasing its death.
[quote who="vesa2" reply="16" id="3173511"]New resource to make cities more unique? If it's a resource it doesn't work that way, they will still all be the same. Only way to make cities truely unique is having surroundings have a meaning and having a table of insane uniquenesss+s for the city tiles.[/quote] Actually it's quite easy to make the cities more diverse using the base resources, assuming the three resources are interdependent. You'd just have to make sure you
I'm not a huge fan of the threat ratings. If you look at the stats, you'd think that it's a no brainer that cave bears are more dangerous than Ignys... however, as someone said, it's all relative, but that cuts both ways. For example, Ignys are a bit faster, it has spitfire (range fire attack) and some fire damage as part of its normal attack as well (reducing the effectiveness of armors). So while I might be able to wait for the bear with a couple of spearmens and take no dam
I don't get the thing with fearing maul... am I the only one who just wait outside the bears' range and stab them dead before they even attack? You don't need crazy powerful stuff, just two or three units of spearmens will usually be plenty. If you get unlucky, you might lose one unit of spearmen... big deal?
I don't see anywhere where I mentioned you should be able to make old units better than new ones, in fact, that's one of the reason I don't like group size upgrades. It makes old units way better because you can upgrade them and keep their experience. I can't speak for everyone else, but every time I bring up a suggestion about adding abilities, I'm pretty sure I've specifically linked it to the group size techs. As in, once you research those techs, you gain some adva
1. Path of the governor is actually quite powerful early game, you get bonus prestige (helps your empire growth), you can single handedly hold up your entire economy (via merchant) for the early game, and you can generate quite a bit of research (again, for the early game). All of this is counter balanced by the fact that once your empire grows, they become less and less useful. It's not something people use often, but I really wouldn't call it "not as useful", it really just depends
I don't think that's a "solution" at all. Neither the tech branching and the group upgrade suggestions do anything for smaller units, all it really does is reinforces that large units are the best, and once you research it, you should never even consider smaller units again, which IMO, is a waste of a concept. Only the traits suggestions or the original idea (reduced EXP gain on larger units) tries to address this. The idea is to make group size more of choice instead of a no-brainer
Am I the only one who thinks that it's not a good idea to make all the group sizes have similar effects? That would only make the other choice (smaller units) the obvious choice instead. I mean, why would you ever bother researching and spending extra build time/upkeep, if you can just use smaller units to the same effect (the leveling will happen naturally if you use them)? The only reason to ever use bigger units is to sit them in cities as guards (because they probably won't gain m
It doesn't matter if it makes it look flat, it still counts as a hill... until you actually build something on the tile and it becomes a "city" tile. Flatten hills still have movement penalties unless you build a road on it.
I know WHY you would TAKE graceful, I don't know why you offered graceful as the reason for pointing out that assassins don't have to worry about knockdowns... when in fact, most heroes in general don't worry about it thanks to being mounted. That was why graceful was useless before it got the buff.
Forget graceful on high level assassins, most heroes are mounted...
Derek didn't say, but while a goat wasn't sacrificed to stream that update, one was definitely overflambe via Pillar of Flames, hence the nerf hammer.
Not in a quick and simple way at least. The problem is that the henchmen units are using a HenchmenMale model (which is a male model, obviously) so that they can attached the special henchmen traits to it (like they attach golem/jugg traits to golem/jugg models). In order to get a female Henchwoman in the game, you basically have to duplicate the henchmens, along with adding another female model and all, then go through all the items and traits that they should use (and it's different due
Aside from the balancing nightmare that would result (and assuming the AI can pursue anything beside conquest), I'm not sure why you would want this. It's true that it'll create a strength/weakness for the factions, but all that would really mean is that you need to pick your fights early, eliminate your weaknesses first, which will turn it into a one sided beatdown later. For example: Let's say I'm going to play for a warfare victory, so I start out by prete
This is because you are using a natural leader (0 gold cost when hiring heroes) and built the adventurer's guild (it further reduces the cost of hiring heroes). As a result, you get negative values.
All monsters have multiple movement, but they always only move 1 tile per season (unless they were riding a road). Wolves somehow skips this, and only skips it on the very first turn. Hence the bug report.