Magic does work on them in combat. The "magic immunity" just means they have 100 magic resistance more than they normally should. This means that debuffing them (or skills that requires them to resist) is much harder. But still completely possible. It's just poor wording.
Kalin
You should probably make your own race type if you do this. You can see what you need to do in: CoreRaceTypes.xml Put it in a separate file, and link it to your faction. Once you define your own race type, you'll probably need to do the units for it (militias and basic designs) as well. That is, unless you're fine with using some existing ones.
I don't really like teleporting items either... most games have some sort of spell mechanic for it, but I honestly think that having to decide between taking your troops out of the front to meet up and trade items create more interesting strategic situations than just poofing it there with mana. Although, admittedly, I usually have some throwaway champion running back and forth doing it.
I play on hard, I Ctrl+N if I don't get at least a 4/3, and I also Ctrl+N on known bad starts (like when you're in a corner and there's mountains on the other side - choked). I don't consider 4/4, 5/3 or any above (though I've never seen it) a must. However, 2 mat starts are excruciatingly painful, and having any less than 4 grain means you take too long to get to level 3 city (where most of the good stuff are). As a result, 4/3 is minimum for me. I'll walk at most 2 t
Actually Satrhan, from the way you describe your ideal scenario, the solution probably wouldn't be to change pioneers or their spamming, but to just make way more wildlands and more variety of them. If you have some mid-tier wildlands that needs clearing before you can settle, then you wouldn't be able to settle it with pioneer spam, and the really tough wildlands would only be settled late game. So the world basically breaks into "starting zones" with maybe 1 guaranteed expansions, a
Also don't forget about the prestige boost. More often than not, the whole reason I picked path of governor for any hero is to get the extra prestige. That helps the entire empire grows, no matter where you are. The criticism of PoG is more because of administration than it is due to the path itself. So maybe administration is the thing that needs a look at, and not the path?
I've never had them build inside my ZOC, but I don't Non-aggression people too often either, so it may be something with that specific pact. Still, they will try to get that shard (by building outposts right outside your ZOC) because they think it as unclaimed. No worries though, once your city grows, the city's ZOC will overpower their outpost ZOC, and you'll have it under your control anyways. Basically, they are just borrowing that earth shard (and building it for you) unti
Well, to be fair, this is a "city" with what... 30 people? More of a camp that got overran by a bear than a city. It's not that hard to imagine it happening.
It could easily be a case where the bear was simply wandering (destroying your outpost by accident), doing so past Resoln cities, and never really decided to attack anything until it gets to yours. When these kind of things happens to you, it's easy to get the impression that the world is against you (in game or not), but that is rarely the case. Sometimes, things happens. If you had multiple incidents like this happening, you could say that there's something wrong, but just one isola
Actually, there's a bug(?) with how wonders are implemented atm, where if one faction queues the wonder, no one else can even build it, so there's never a 1 turn difference thing like it was in civ. Either you got the tech and city requirement to start building it first, or you never even see it as an option. There's some bug abuse to use the queue to "save" wonders that you'll build later due to this, but you can't cheat anyone out of their nearly finished wonder either a
I see this happen usually around mountains in strategic... it's like the height values of the terrain is messing with the cursor. What I've done recently is switched my view point to 3 (I think - it's the one where you look down and tiles is aligned like boxes instead of diamonds). I haven't encountered this problem with it in this view, maybe give it a shot? As for tactical, I don't seem to have this problem unless you're talking about the battle with Abeix...
1. If you double click on the enemy in battle, you get their detailed info. You can also click on the turn cards on the left. 2. Maybe turn your animation speeds down? There's a little box on the top right to control that.
Heh... that's actually not a bad idea. If you get an injury, instead of healing it, you could turn around and build something cool to take advantage of it. Did you get a terrible disease? Here's something to spread it to all your enemies. Now THAT would be a reason to not reload whenever your heroes get killed.
That would be fine, if there were epic dragon wings helm to be gotten... but all too often I'm running around with it at endgame decked in cool impenetrable armor and what not, but still wearing that silly helm. Heh.
Actually, Brad said in another thread that the monster doesn't go after outposts/resources at all (if they do, it's either accidental or on their path to something else). That's why the monster didn't attack any of Resoln's outposts.
I agree that the emerald cap needs a bit of love. Too often I'm using that thing, and ... yeah... it's just not very cool. Or maybe they just need some more helms.
Hmm, call me crazy, but... you don't need sprites to create dwarves... the game already keeps track of "model scale" values for units. If you split the scale into X, Y, Z scaling, it shouldn't be too horrible to make them "dwarven" by shortening them as long as you don't over do it and make it look silly. It might take a bit of tweaking to make it look good (specially with the faces), and probably some more beards/facial hair, but it's not exactly impossible.
It's an okay vision, but gameplay usually triumphs over vision. Extending the early phase too much has its own problems. Mainly in that all you will be doing is walking around with your sovereign for god knows how long. That tends to get boring pretty fast unless you can somehow make the exploration part really exciting and fun. Which I think is okay in the current system, but probably not something I would want to extend for a couple of hundred turns. If anything, people are already comp
I kind of like the world wonders, it's probably the only interesting part of city/empire building atm, IMO. On lesser difficulty, it doesn't really matter too much (since you can get them all quite easily), but it becomes more interesting on hard. You basically have to decide what you want and race other builder factions (usually Altar/Gilden) for it, then put one of your city out of commission for a while building it for that nice bonus. Without these, you can just build whatever you
Just wanted to point out that endurance is a single unit buff. If that affected entire armies... dear lord.
What the golems need: overwhelm. That should be plenty, but if they were nice, then put the three traits (immune to poison, crit, and vulnerable to lightning) into one single trait. That way you can custom tailor your golems a bit better with 2 extra trait slots.
The problem with perma death for henchmen is that in the player's hands, they will probably never lose the henchmens in the first place because the player knows how to protect and raise them when they are weak. Even if by some off chance that it does happen, they would just reload, not because it costs 50 influence, but because of the effort used to raise that henchmen. On the other hand, the AI is totally incapable of raising units without getting them killed. Just take a look at any AI
I think this is mainly a bug with the "x2" thing showing up. I've noticed that it does it sometimes, but not others. Maybe it only works on some type of improvements?
I don't think this is a bug... that's just what tomes does. It teaches you magic. While it SEEMS nice at first, I've found that not giving them tomes and letting them develop army supporting traits over spells is way better.
I don't get it, why is Altar's henchmen 11th (or 7th) again? Submitted for your approval: That's what happens when you get 7 path of defender henchmens in the same army. COMPLETELY UNTOUCHABLE. Sure, they take some time to raise, but once they get a couple of levels... watch out.