When mousing over and clicking the tutor in the design screen, the game crashes to desktop. This is repeatable. This is a capitar faction unit for anyone attempting to repeat the bug.
CdrRogdan
Prestige -IS- only related to population growth. However, I like the idea that prestige suffers a penalty at each city level. If you don't have any prestige buildings in a level 2 city it won't grow (It gets -1 prestige, cancelling out the base +1). L4 and L5 cities could have much harsher penalties because of all the estates and mansions you can plop down. And fyi it is possible to have a negative prestige from having an insane soverien sitting in one of your cities
Why not have a number of resistance turns like civ does? (So like 8 turns or something for a really L5 city). The attacking force requires an army big enough combat rating to quell the cities, and if they don't it kicks them back out a square. If the civ that attacks the city attempts to raze houses beyond how many people are using it, or simply razing the city, THEN insurgants pop up and get into battle with the attacking forces. Generally peasants just roll over and let attacking armie
I think the point here is that you shouldn't be able to utilize the sheild at the same time you are attacking with a two-handed weapon, including bows; while wearing wrist guards, a sheild, and a one-handed weapon should be entirely plausable. Mind you this might be justifiable with a buckler, but currently they aren't in. There is also a bit of an issue with balance in the cost of the metal sheild (1 extra metal for 2 extra armor isn't in line with the other increases), not to mention the st
This also applies to other sovereign nations.. I think the code needs to be reworked to specify what nation gains the benefit
My statement was a bit of an exageration, I'm aware that you can build merchant quarters and libraries (or whatever the level 1 version of that costs), along with a temple (and a palace I think), but you can already build all that right away. The point is you gain little from having 20 spaces available all of which can build a grand total of jack crap. The reality is a farm in that same location would provide a much higher population cap, thus it is simply 'worse' tha
[quote who="Autarkhos" reply="25" id="2659700"]Frogboy is a worse tease than my girlfriend. [/quote] Did he show you his panties?
So I recently had a unit on autoexplore enter another soveriegns controlled zone and recieved the popup to leave his territory. When I said yes, I got the popup again.. this happened some 20 odd times before I finally gave up and declared war. Apparently the unit simply kept trying to enter his territory immediately after leaving it.
So if I'm correct, there is supposed to be a tactical map to fight battles in right? Doesn't this mean that archers already get to fire multiple times at their target from within that tactical map? It seems both rediculous (considering how big each actual square is supposed to be) and redundant for them also to have a volley attack on the overmap. However.. assuming for some reason this isn't deemed appropriate to do for whatever reason, at the very least, armor should play a role in
So apparently only the person leading the army uses up movement, all other units can still move normally after the move. This can be done multiple times (such as one sovereign leads, another champion leads, another champion leads etc) this also means archer units have all their movement points left to issue volleys after an extended move)
I'm pretty sure that houses and gardens both require civ techs, and why the hell do you want a level 3 city that can only build huts?
That's not what it does.. it gives the unit that used it +25xp per combat, which is probably too powerful, though I must admit super awesome.
So this probably has to do with the fact that you aren't supposed to be able to build party's or companies of pioneers.. but apparently when you have a party settle down on a resource it uses all 4 of those pioneers rather than just 1. It doesn't give any additional resources either.
Correction to this; the lost library does place, it's simply not visible on the zoomed in map screen. It takes up the correct tile space and I believe is still grants the bonus to research. It shows up when zoomed out and places when you just click anywhere, but it doesn't remove itself from the build queue (although it's no longer selectable) Save of one is here: http://www.megaupload.com/?d=1NBCZ2OU
Party size of a common unit
No, you still use them. They just don't give instant xp.. instead they give +25xp per combat.
Right now, taking either of these is a no-brainer and a free 20 skill points, as your liege is likely to never be stationed in a city. Unless there is some reason to have your liege sitting in town (such as utilizing the research talent, providing additional prestige, spell casting power, or whatnot) then these weaknesses should have global effects. Oddly the production penalty will be the hardest to get around, since a -1 to production will prevent growth. Perhaps a 25% penalty to all produc
I will third this. The movement techs should work like assigning xp (they should give +.2 per tech level or something). And should probably cap after researching it 5 times. Had normal units moving at a speed of 7... was crazy.
That sounds like an issue with poor resources allocation on the map rather than monsters being too strong. Indeed there probably should be monsters blocking paths to the other areas of the continent to prevent meeting up with your opponent(s) too early.
Experience books DO work. They just don't do what their description says. They don't give 25 xp, they give +25xp per combat. Try giving it to one of your champions and then getting in a fight. You'll notice him/her gain 35xp instead of 10.
Have you actually tried hiring those heroes? Just to test it I onced hired a hero for 400 some odd gold, (versus some of the others around for 120) to discover she had 22 hitpoints and 28 agility, along with 15 strength. Those heroes are not 'level 1'. Honestly what needs to be changed is the level representation, as level 1 is a very poor representation of their abilities. Plus it allows them to quickly level when they should take quite some time to gain additional stats.
Most powerful monsters set on patrol have a leash range of 1. That is, it will never patrol beyond it's cave more than 1 space. Much weaker monsters have a leash of 2 or 3 (the bandits and tiny spiders for example). Just don't get too close to the lair and you should be fine. Also.. and I don't know if this is a bug or not.. but units will always (and I mean always) attack the last unit in a stack. So if you want to keep your champion units alive, just build a bunch of fodder to place at the
So i just attacked a computer with 4 units (a full party) and won.. after losing 3 of those units. Unfortunately the unit continues to say that I have 4 of them, never gaining more hp than as if I had one. I'm fairly certain I'm still paying the upkeep cost for all 4 of them as well.
Just out of curiosity, how did you get a regular soldier to have 15 hp?
A refugee camp is a 4v4 area and consumes that many usable city build tiles. It only provides slightly more housing however, than a hut. This should either provide more people (which levels up with the city) (and preferably all at once as apposed to simply providing housing space) or it shouldn't take up any spaces/food.