Good to hear that.
player1_fanatic
I usually buy horses through trading with other factions. It's one of the cheaper resources to obtain through trade.
Wait and see if gameplay has improved enough with patch 1.1. If not, wait for 1.2. At that point, or at any point after, before patch 1.3 is out, either buy it or not, since if you buy it later, you won't get expansion pack for free. [e digicons]:grin:[/e]
[quote who="Sethai" reply="1" id="2771278"]so many redundant spells in this game. i'm still not sure which "haste" type spell to take, if either.[/quote] Quicken in actually bugged. It is supposed to be strategic spell. it's even inside CoreSpells_AIR_[b]Strategic[/b].xml file. But has corrupt SpellType tag, so game defaults it to tactical.
I think game needs more buildings like Great Mill or Palace (currently both kingdom only). Essentially, a single per faction buildings that add to base value of materials/tech/arcane/gold. If player has good start, they are not big priority, but if they have bad start, they would be a saving grace. Currently, adventuring techs help here a bit, by spawning additional resources, but only with gold, food or metal. Nothing to get you out of lack or libraries
Another place to download 1.40f is here: http://koti.mbnet.fi/ton_hur/ (downloads section, mom folder)
Really? Fire Giant can be learned on 3rd level, and is stronger then 5th level Fire Elemental Ice Lord (water giant) can be learned on same level as Water Elemental (lord of sea) and is much better. Only Earth Elemental seems a bit better then Stone Giant (due to Treamor), but it is 7th level spell, compared to 4th for giants. I haven't seen spell needed for Storm Giants, but by looking at their stats in XML files, they also appear superior to other elementals.
Empire units do level up. Only those broken pre-designed peasants don't.
It is actually part of the design. When you run out of possible quests for particular level all other quest giver locations will disappear. Currently, in the game, there are only two 3rd level and two 4th level quests. And all of them are unique (not repeatable), so the moment you do 2nd one for that particular level, other quest giver locations will disappear.
What you guys need to do is add more 3-4 level quests. Currently there is total of 2 each. Usually in game, there is less spawns of level 1 quest locations then there are possible quests. So while it could be a bit repeatable after several games, you don't get every quest in every game. At level two, there is a bit less variety, but since there are repeatable quests, you never run of out options. At 3-4 level there are only 2 unique quests per level, so you are pretty
50 square limit is barely ever issue for me. Especially since 1.07 removed resources getting counted as 4 tiles in this regard. What is the issue is that you can't build improvements in places that are 4 or less tiles away from other city, which is in practice much more limiting faction then 50 tiles limit.
[quote who="boltcutter" reply="20" id="2770217"]I will agree that there comes a point where better graphics are not so important, but MoM is not at that point. I took this actual screenshot of the first combat out of a random saved game. How many klackons, quick? Reduced 86%Original 660 x 480[/quote] Heh... klackons. This just reminded me how Simtex did crossovers with lore between their Master of Orion and Magic games. Stardock did something similar with Elemental
Btw, has anyone noticed that you can use diplomacy with minor factions? Just start diplomacy with one of the majors, and then use left or right button at top, to scroll to other leaders, influcing minor factions. You can them make tech/trade treatises, or sell them excess resources (since they usually have some excess gold).
There are several non-late game techs that add bonuses, according to Hiergamenon, but I haven't seen any impact of them. For Kingdom: Veteran Troops and Elite Troops techs gives "Health". City Defenses tech gives "City Defense". Movement gives "Agility" (with different icon compared to Advanced Tracking, which gives +10% to unit movement speed). I haven't noticed that any of these effects do anything in the game. Am I wrong? Are they bugged, or simply
This is side-effect of upping default combat speed to 2. When it was 1 which ment 2.0 actions per turn, most units had just 2 counterattacks. Now, after changes, almost any unit can move 2 tiles, and weapons that add to combat speed are hardly interesting. Difference between 3 and 4 actions per combat is very low. Same movement speed in battle, just 33% more attacks. Did had much more impact before.
1) Refined Economics doesn't work for Kingdom factions. Similar Refined Bartering for Empire works. To fix: Refined Economics should use A_Gold, instead of A_Wealth as game modifier. 2) Refined Learning doesn't work for Empire faction. But Refined Education for Kingdom works. To fix: Refined Learning has its game modifier completely missing. Copy the similar one from Refined Education. 3) Refined Housing appears to
Question: How much of that mana is from base essence of hero, and how much from bonuses (go to equip screen, and look at tooltip that shows when hovering over essence stat)? How many Temples of Essence have you built? Every Temples of Essence adds additional +50% (!!!) bonus to essence, which can pile up a lot.
When selected, Temple of Essence for Empire faction can't be build on normal tiles, exempt on those already marked as city tiles. It's a simple error in XML file. Temple, unlike any other building, is missing Land as SupportedTerrainType. But has City. So only if tile is already converted to "city" (by building any other object on that tile) it can be built. P.S. Exempt this bug, there is also balance issue of +50% essence bonus stacking with itself. Built in two
Sure, it's not outright broken, due to low mana regen, but still... With insane essence value, you can imbue every hero in the game, have enough mana left for sovereign and not need to increase essence for new imbued heroes at level up at all. For example, starting 3 essence for freshly imbued heroes becomes 18 mana, if you have 10 cities with temple of essence (+500% bonus). That can't be indented behavior.
[quote who="Khardis" reply="8" id="2759252"]On a side note, anyone know why, in the Hierosomething encyclopedia entry of temple of essence it says 50% on the left side, but 4900% on the right side?[/quote] It's a bug related to how building description "parser" interprets game data. In game files bonus value is 50, and game interprets it correctly as 50%, while code that displays value in description screen thinks it's multiplier (so it thinks that value of 50 means 50x increa
In case of disband, caravan can be build again.
Heh... I recently played again Civilization (1), and no it didn't suck. It was fantastic experience. A little crude for today standards, and not with best AI (at least it's challenging at higher difficulties), but it's a damn fine game. A few years ago, I also replayed Master of Magic and it was a good experience (the amount of detail was huuuge, even compared to newer 4X games), with only failure being lobotomized AI. Only difficulty that gave any challenge was the hig
As said in title, if you disband caravan, trade route it already made stays, and still gives bonus to food to both cities.
Spell hit and damage is calculated using same formula as for attack vs defense. 0-ATK roll minus 0-DEF roll, if higher then 0 damage is dealt. Where ATK is subtituted by Intelligence (or its half or double depending of the spell). Note that shards were supposed to increase this (one extra shard: double the Intelligence, two: triple, etc...), but that is bugged. Spell info page during tactical battle will report higher maximum damage, due to shards, but damage won't be