Thank you for all of your hard work guys. And thank you for re-enabling the Death Worshiping ability. There is one small thing I would like to suggest that you change. Right now both Death Worshiping and Brave cost 2 points. However, Death Worshiping gives a 10% hp bonus and Brave only gives a 5% bonus. Could you either... 1. Up the cost of Death Worshiping to 3 points 2. Up Bravery to 10% HP bonus 3. Lower the cost of Bravery to 1 point. <p
jecjackal
Thanks for the help guys, I never used filebin before so this was all new to me.
I would really love to have caravan guards. In my last game (1.09t) I lost about a dozen caravans, each causing my econ to tank.
Your right it is working. My apologies, A PEBCAK error must have occurred [e digicons]-_-[/e] Anyway nevermind.
Sorry, i Posted in the wrong section. Could I get a lift to the Support Sub-forum?
No matter what I do, the game crashed upon hitting end turn when on winter 244. This is very repeatable (I would be surprised if anyone has gotten past winter 244). Edit: Moved to Support Forum Edit: Debug File: http://filebin.ca/coqzfg/debug.err Edit: Save File: http://filebin.ca/gydmc/Jec08.EleSav
I did not even think about the fact I was a custom race, good call (I was men).
actually I have tried being a Kingdom and starting with Wartools. I was able to use Boarspears but the advantage is minimal; I still had to research the "equivocal" Kingdom tech.
Yes I've seen the AI use shields before. However that was because I was playing Gal Civ II not Elemental [e digicons]:P[/e]
[quote quoting="post"] 2. Death Worship faction bonus now correctly gives +10% to hit points, previously it didn't do anything. [/quote] Thanks for re-enabling the ability. However +10% hit points really doesn't do that much (Kind of like brave). Maybe we could have that ability be more beefy (say +25% or something) and apply a -1 prestige modifier (or a -25% prestige penalty. Who wants to be sacrificed?). Just Some Thoughts,
Seriously try to go to the forum, you get this odd "Wiki not found" error.
[quote who="Trojasmic" reply="3" id="2842505"]following this thread.[/quote] Following this Post
So I think I read in the last patch notes, that there is a crystal craig spawning tech. Well I'm pretty sure I haven't researched it (I was not focusing on adventuring this game, only did like 2 of the notables techs to get me off the ground). Anyway, Twice in my current game, crystal craigs appeared outside my capital. I don't know who researched them but So far no special resources are near the enemy's capital (in fact no other crystal at all this game).
The adventuring techs are really vague. The only ones i'm certain on are the ally techs. The others are a crap shoot (I read the description, and they ALL SOUND THE SAME lol).
I've noticed this as well. Not to mention When looking at the Air book (I haven't looked at the others in 1.09t), I did not feel like I needed to use those spells. The tornado spell is a great concept, but my military can already squash all others (and its always at the same time because of teleport). The storm spell does so little damage its not worth using, arcane arrow is better (not to mention arcane arrow targets a specific enemy, not a random enemy). If the devs could bo
I researched up to Sions in my current game as empire and while I can build the temple, no sion unit type was enabled. I also did not see a sion item (in case you are allowing us to design them now).
If nothing else, I would really like to see the dynasty system allow for heirs to take over. And another note, I find it a bit absurd that when defeating an enemy sovereign, the entire empire disappears (They should randomly split into minor factions, join neighboring factions etc. Same with the military units). Those suggestions that I mentioned should wait until 1.2 however. I agree with most of your points.
Now now, don't go adding traits and abilities until my death worshiping wraiths have an ability [e digicons]:annoyed:[/e]
Ok I did try building a mil starbase and found the ship asst modules. However, I can only get +1 def assist. Didn't you say you could get +9 def? I couldn't find them in the tech tree.
[quote who="Mumblefratz" reply="4" id="2841849"] But there are a different type of modules that can only be added to military starbases that don't affect the starbase itself but do add weapons and defense to any and all of your (armed) ships that are in their area of influence. These are the starbase *assist* modules and they can in fact be quite powerful. One military starbase outfitted with the max starbase assist modules can add 44 points of weapons and 9 points of defense to an
[quote who="Alstein" reply="8" id="2841730"] Quoting impinc, reply 6One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose? Probably on purpose. 
That was it. The UP outlawed them (It must have started that way because I never saw the bill for voting).
Ok I wasn't sure if defense factored in at all. Thanks for the help
Ill look and see if I can build a spin control center. I haven't put a lot of effort into starbases (they seem to pop even with lots of armor). Thanks
I have all 5 techs researched and simply there is no option for a constructor to build the foundation? I've tried all 3 types of starbases and there is not a single option for a terror star component. What am i doing wrong?