Yeah, this one has been around for a while. I've reported it with sions a couple of version back. Right now, it's better to build henchmens in cities without command posts.
Kalin
Regarding shard beasts... I think something along the line of Amarian blood would work for them. Basically, they power up based on the number of shards you own. Fire could give attack (or fire attack), Earth could give def, Air could give initiative, Water could give HP... and nothing for Death, that would give an incentive to not turn all your shards into death ones to dirge everything. So you'd have to choose between powering them up or your spells. As for trogs..
The AI is now taking prestige into relation (so that means they are less likely to war you if you have decent prestige), and the relation change is more gradual as well, giving you even more time to prepare. As a result, I haven't got dec once in both games (on hard) despite some rather crummy starts. It's definitely a lot easier. The monsters in general also seems a lot tamer too. A lot of times you can just walk right next to monsters and you won't even be attacked unles
That sounds more like a bug than a feature, curse city costs like 500 mana to cast just once. Did they really just spend 2500 mana to shut down a city? I don't think it's even possible to get that much that early.
I just finished a 300+ turn game as Altar on hard, spending a good part of the last 100 turns running around searching for and doing the Master Quest Victory (because I felt like it was the appropriate way to go with Altar). I didn't have to fight anyone, never felt pressured by the AI despite having a pretty slow start. Game settings: Large Random Map, Temperate, 6 other AIs at Hard (Gilden, Tarth, Pariden, Kraxis, Yithril, Resoln), Dense Monster, Dense Magic, Dense Resources,
Yeah, I had this too. The "tribute" treaty offer is apparently you give him 10% of your income. I was confused because he was weaker than me and offered money to get this treaty, and accepted it. Not like it really mattered, since I was overflowing in gold, but it was still kind of odd. Why would you offer gold, to get gold? Makes no sense to me. Edit: Here's a SS of what we mean: <img src="http://i107.photobucket.com/albums/m297/KStar099/Fallen%20Enchantress/FallenEnchant
I can make custom ones, but it doesn't always show up. I made like half a dozen design, but only 3 saved and can be built. The other saved, but doesn't show up on the list. There's some weird bug with it. If you are having trouble, try starting by editing one of the defaults (or another of the defaults) and see if it saved. I'm not sure exactly what is doing it at the moment.
It should be stacking (not replacing - that just isn't how traits work). You can see this particularly well if you take Dodge I-III and check your dodge value, or in the case of Precision, check your accuracy. I do agree that it needs better feedback because some shows it better than others. Perhaps what's really needed is just better tooltips.
If you have a problem with pacing, trying playing on "fast", it helps a bit. I do think it is a bit slow overall and could use some tweaks, but the option is there, so why not use it?
Um... if splash is doing more damage than normal, then that is obviously a bug... o0. The point of splash damage is to spread some extra around not to multiply your damage. It's one thing to say you can adapt and do okay, it's another to say that's how it's meant to be and my Juggernaught abuses it and wipe the floor with everything.
Henchmens can't equip mounts and cloaks. If you buy or trade it to them it just disappears. They are a unit class (so it doesn't split if you have many of them and a hero in the same army), but they do get the champion exp bonus. I believe editing their equipment allows them to start with some decent gear, but since they don't want you to turn around selling those nice gear for a bunch of gildar, they made it so that those equipment don't show up to be traded,
Happens to me (as Altar) on some lv7s and pretty much all lv9 heroes. Sort of make the natural leader ability that Relias has a bit pointless.
They are in, just very rare. I get eclipse every now and then (monster level +2) and I've also seen revelry (complete first unit training and +10% pop to all cities). Neither really made much difference though, so it's not like you're missing out on much. I'm thinking that they are just place holders at the moment.
If you've used scouts before, you know that the stealthy attribute doesn't actually do much in the long run, you still have to avoid monsters or die and you'd be using a trait slot on all your troops (and you can't even redesign pioneers). The big thing with scouts is the movement through rough terrain, which master scout already gave (and was why I thought it was plenty good before). Besides, that still doesn't make your cities any safer around monster lairs. IMO, the onl
I hate to break the news to you guys, but if you read the top of the 0.915 patchlog, you might catch the fact that this is the last part of beta 3, and we probably won't see the next part until a month from now when beta 4 begins. Yeah, I'm a bit disappointed too. Edit: gah, should have finished reading the entire thread.
Nope, they don't require adventure guild to build, I can tell you that for sure (I'm building them as Altar without it built). I'm not sure what's wrong with custom factions if they aren't showing up.
I'm not sure if you guys have actually played with the Tarth AI on, but Tarth is pretty much out of control (on hard) at the moment. They are settling absolutely everywhere, and are pumping pioneers like no tomorrow. It's basically like what people were complaining about the AI cheating in 0.914 when they were building next to monsters... except now, Tarth is really cheating. Not only do their pioneer have no movement penalties, they don't have to worry about any of the monsters.
Petty? You consider putting the lair in the game and taking 2 screenshot as "testing" and you call ME petty? Seriously... did you actually PLAY a game with your mod? Of course you didn't because there's no way you could in 10 minutes. Edit: Let me reverse the situation for you since you just don't seem to understand, would YOU be happy, if Stardock tested all their changes doing what you just did? Forget playing the game and seeing how your changes affects it, as long as y
Um... all I see from your post is your lair, and an upgraded version. That doesn't show me anything of value, we all know that can be done. The problem is what to do with the units. So when the lair upgrades, the unit is respawned at the original location... what if I had lured that monster away in the early game, now that the lair upgrades, the monster (the strong version) pops out and smoke the nearby city? Isn't that what everyone is crying about in this topic??? Or am I missing so
Have you actually tested those tweaks? If you did, you might realize that the KoAs are unique units that are spawned on creation. Not only will you need to make the Lair, you also need to make the units. Then, of course, you would have to make some system to UPGRADE the knights when the Lair upgrades, because upgrading the lair without changing the units would do... well... nothing. Of course, since you are doing 10 minute fixes, I'm not too surprised. Enjoy your burger.
Oh come on... + Master Scouts faction ability keeps monster player units from attacking the player, though they can attack monsters (Tarth ability) ... as if Master Scouts wasn't cheap enough as it is. I almost feel like cheating when I make a custom faction with Master Scouts.
[quote who="Glowing_Ember" reply="23" id="3160503"] sigh... code to keep the knights in "check" something along the line of ... defend my "base", stay within 10 tiles of it, if i hit my border then return to base. see its not that hard. chase someone for 3 turns, if i don't catch them, return to base...[/quote] This does absolutely nothing to address: [quote who="Kali
[quote who="jshores" reply="21" id="3160496"] Kalin, We are only talking a little bit of map scripting to save the players time restarting. Yes, the burden is on the developer. I've seen your past posting history and I expect 0 rational discussion from you when you feel the developers are being criticized, so let's agree to disagree. I think the burden of building the map should fall on the developers, and you think it should fall to the players via ctrl-n. I like burg
Whoa, whoa... wait... GC2 was a SERIOUS game? What? Did I dream up all those silly flavor text? As for your messages idea... as long as it's off to the side and I can safely ignore, I don't mind. But please don't make it pop up and interfere with gameplay.
[quote who="jshores" reply="18" id="3160482"] Quoting Kalin, reply 16Sometimes it's not possible (like if they are blocking your primary path out), in that case, Ctrl+N and chalk it up to bad start. Or put code in place to ensure that such a start does not happen. No reason to put extra work on a player trying to generate a playable start.[/quote] Oh sure, the "put a code in place" solution. Have you honestly tried to find a position that's not close to a start