Take the idea from Infernal Covenant, there is a tag Unit SummonUnit Death Demon DeathDemon 1 -1
parrottmath
Since the tower unit is not to be moved you could try and set up a constant effect that is cast at the beginning of the turn that does something upon the death of the tower. You could at that point decorate the tile with destruction or try and remove the tile altogether.
:) [e digicons]:beer:[/e]
[quote who="Matchbook" reply="6" id="3446850"] Technology to do things for us we can - and perhaps ought to be doing - do for ourselves. Astonishing, really. At a glance, all of this stuff seems reasonable. Maybe a shoe that auto-ties itself. Trousers that auto-zip. Pens that write as you speak (exists on the computer, of course). Chips in the brain and eyes, to allow us Google searches right inside our heads, with merely a glance. Toilets that examine stool and check for vitamin defici
I wouldn't mind seeing a planetary invasion take multiple turns. First it would be more reasonable for conquering. It would allow allies or your civilization to counter invasions within their troop transports. But this might lead to a population system that identifies the military strength (armed citizens / military personnel) on the planet, so when one invades with 250 million troops on a planet with 3 billion people, not everybody is a soldier, and so the 3 billion people might have a m
[quote who="Borg999" reply="146" id="3445965"] Quoting Frogboy, reply 143 Gods can die. Source? Gods are immortal. [/quote] See Cronus.
A battle against gods will be cool, but it requires a lot of special effects for it to be cool. Also, the focuse is that you are not trying to kill each other, you are trying to control the world. By destroying it... The land starts peacefully, and you build your station of life here, they build their station of death there. As you expand you encounter the chance and opportunity to destroy their world around them. Building volcanoes, launching blizzards, rending the earth to your will
Why is spamming henchmen a severe advantage over other factions? The Trogs can spam Juggernauts just as easily, Quendar can severely spam slave militia, Amarians can create arcane monoliths anywhere, then teleport their units into a sneak attack anywhere on the map, Wraiths can spam bound elementals, Tarth can spam some impressive bowmen, Mancers can build roads to their enemies or their own demise, Gilden can spam iron golems, Krax can take any city on the map for a fee and build som
Nope, there are three factions that cannot be kingdom by default. Trog / Quendar / Umber
Given the nature of the "spell" I think it is working as intended, as it is not a spell but a spell-like ability. (but you are right we have no real way of knowing, until they say something, one way or the other). The deeper problem is whether that is the only spell that can be cast upon an immune city or is there legitimately a bug going on with other curses as well. That would determine if the appropriate tag is in place to prevent the spell from taking effect on such a city.
I wouldn't necessarily say it is overpowered, because I've not been as successful in taming all the beasts needed to continue my epic journey. There is a large element of luck and in a game, luck can be circumvented. Should it be impossible to tame a beast higher level than you? I wouldn't say no. Should you be unable to tame beasts more powerful than you? no. Removing the ability to tame beasts like above removes an element of fun for a portion of people,
Must be hardcoded, but search around and see if a particular tag forces the race to not show up in the faction creator.
The number of allegiances is hardcoded. The allegiance either Kingdom or Empire, and that determines whether you use life or death shards (and a few other prerequisite items, but falls among those lines). You can change environment spread and that will switch whether you get life shard or death shards, so it is appropriate that kingdom spread grassland, and empire spread deadlands. If they include more environments than the 3 they currently have, it is conceivable to create a more unique look
[quote who="abob101" reply="623" id="3444642"]Anyone now if it's possible and/or how to make it so that when you create a new RaceType, it is only either Kingdom or Empire?[/quote] There is only Kingdom and Empire, and there is functionality that will only support that you are either one or the other. At this point I haven't found or discovered the ability to create an entirely different allegiance. The important part for allegiance is whether you use death magic or li
[quote who="EvilMaxWar" reply="57" id="3444255"] Well, because this whole "fluff number" thread is really fun, I decided to make a poll about it. VOTE VOTE VOTE VOTE [/quote] Well I went to the site, and that question just seems easily miss interpreted... "Do you like fluff numbers?" On polling such a question, I recommend that we see these numbers in action. I do not have a large screen, I play games on and so my resolution is rather limited (large enough fo
Are we planning on playing this game for a decade before we conclude who is the winner? How big would be too big? Don't misunderstand this comment, I support large maps and I consistently play large maps on other games, but just curious what time frame of game-play is needed to finish a game that has 1200 systems? I am up for playing a game for 90-120 hours straight to conclusion, but much beyond that I think it would become monotonous.
[quote who="Primal_Savage" reply="2" id="3442896"]Adds 24 "DoNothingTraits" in the unit (general) trait tree which can be selected when you run out of traits (Prevents a bug)[/quote] What bug do you refer? One can close the perk selection screen when you have all select-able perks. I would suspect that the bug is occurring not from having all perks, but having such a massive game and memory problems that arise from that type of extended game.
[quote who="Hawawaa" reply="25" id="3443566"]Suns- The suns should be the biggest objects ie shouldn't see gas gaints bigger than their parent star. (unless white dwarf)[/quote] Replicating reality in this case might provide a better variety of size. In reality there can be gas giants that are larger than a star. http://www.mnn.com/earth-matters/space/st
I see... well looking at the help file you can enable it... https://www.dropbox.com/help/16/en although you can just share the links (with the public) from any folder. So in their opinion the public folder was just a pointless exercise anyway. (Its under the help header of Creating a Public Folder) To share images via dropbox (as all of my images do that), you click on insert image button on the edit screen here and copy
Is there a special closed beta that you were invited to? as far as I can tell 1.6 has not been released yet.
[quote who="NelsMonsterX2" reply="41" id="3443222"] It would be amazing if your leader began the game as a young upstart and then aged as the time went by. It would even be cool to see the leaders die and pass on the empire to their children or something, similar to dynasties in the Total War games.[/quote] That could be bad... although I wouldn't mind seeing the avatars age as the battles waged through. Simple marks to show aging with the number of opponents destroyed. Star
Dropbox will work, that's what I use. Posts mods and pics from one convenient location.
[quote who="Frogboy" reply="30" id="3443230"]I doubt, however, no matter what, that you'll get planets having two queues. More likely, we'd make the star port exist on the main map itself where it would take resources from the planet it was attached to.[/quote] That would be fine, have to see how it goes. Is it possible to have the starport be connected to the star system, thus having one starport per star. So that it draws resources from all the planets from that particular s
Who made the demonhound?
[quote who="Darxim" reply="33" id="3443117"] Considering what things got fixed, is Derek the only person working on this game anymore? It seems like only bugs fixable through the XML got fixed.[/quote] Not everything that is XML got fixed. A lot of the XML got fixed because there were already lots of posts with the fixed XML included. So, Derek or others who only lurk, looked at the fix decided if it was a fix and included in the next build. No need for them to waste resou