[quote who="sjaminei" reply="2" id="3312637"]Use it near magic shards, rivers, prestigious locations and dragon lairs (3 essence baby!). Also count squares depending on your map size. I think it's 4-7 or something. It's easy to find good spots if you know what to look for [/quote] "I" know all that, but the spell shouldn't be counter-intuitive to the game play. New players will be like; I just dropped 300 mana on a spell that doesn't do jack. Tha
BernieTime
I just started a new game and am literally 3 turns in and a road appears deadending just before my city. I am playing with Mods installed (Stormworld and such) and cannot conceive of any starting faction having road tech by turn 3. Edit: Enabled cheat codes and hopped my sovereign down the road to see where it goes. Winds around the continent a bit and deadends into a field. Weird.
I think they wanted 50k to help get better leverage at the auction. The owner of TeamPixel has publicly stated that if they can't win the IP at the auction that he will personally refund the money raised from crowdsourcing back to the donors.
The biggest issue I have with this spell is that with such a large mana investment you have no idea if the area you're targeting actually has any actual potential resources for city placement/development. I would LOVE some kind of visual indicator, even if it's just basic colors (Red, Yellow, Green) and not the actual tile yields so that if I'm going to cast the spell there's some actual ROI. Casting the spell, finding nothing, then reloading a save point to try
Seems to work fine in 1.20, though there are concerns about the Elves now that Settlers are using Population costs. For now I've just avoided using Elves in my games until more feedback from others confirms whether they're gimped now or not. Edit: Just tried my first game with Death Legion, hadn't tried them prior to 1.2 FYI. - Now that Pioneers use population, it rapidly cuts into the limited population that the Death Legion starts with
Wow, good for them. Never played Homeworld, the level of interest here kind of puts it on my radar now. Indiegogo.com I keep forgetting there are other crowdsourcing outlets other than Kickstarter =/
Also, units with spell immunity are often immune to some of these special attacks as they are perceived to be spell strikes rather than Melee strikes.
Sorry about that, I couldn't remember the exact name either. Probably because I never ever take it when offered. Most of the special abilities never seem to miss so the skill seems moot.
Install using the FE Mod Manager. Super Easy http://fallenenchantress.nexusmods.com/mods/29
Prior to 1.2 the AI was really quick to go to war, rapidly turning into a gangpile. Now in 1.2, I just finished a game where most of the time I was ranked in the middle and only was declared on after about 2/3 of the way into the game. Wondering if the pendulum might have swung one tick too far. Not sure yet.
I love Cloud Walk, but am beginning to think it may need a 1 turn cooldown for balance
missing the "Aim" skill that lets you wack something at 75% damage. Not sure if that's generic or part of a path
Banned for not having the nt
Let me ask a stupid question, if you have Lady Umber's Legacy 1.3 installed, should I ignore this as it doesn't contain anything that isn't already there?
[quote who="Frogboy" reply="11" id="3306535"] Anyway, as they did not reply, it was because they either did not browse the forums in the meantime, or because they just did not want to respond. We read nearly every post. But normally don't respond[/quote] Stalker prefers to Stalk [e digicons]*_*[/e]
That was fast. Yay! Downloading now. The PM I sent you about Elder Sion was using the previous version of your mod.
I just wish they were unselectable and functioned as a placeholder. They just seem to create more problems the way they are now.
No reason not to back Wildman in Kickstarter. If it doesn't reach it's goal, you don't get billed for your pledge.
I'm guessing that the city population (when building units) is calculating from your empire/kingdom's entire population and not just "that" settlement. A newly founded settlement should not be able to build/queue Pioneers until it has at least 31 population. I'm about midway through a 1.2 game and the settler spam doesn't feel all that reduced, probably because of the above.
In the Tech Tree the Gravewarden unit icon no longer appears in the Enchantment Tech. However, the a Hallowed Rite ability (which is what I was looking for) is available after learning the Enchantment Tech.
Anyone else missing Gravewarden Tech in their Magic tree in the new release?
Yay! Something to look forward to on a really chilly day.
The whole stressing out about Pioneer population costs in regards to Outposts is easy; if a Pioneer founds an outpost the population is returned to the city linked to the outpost. Or - just return half the population as the remaining half is assumed to be tied to the outpost for maintenance, upgrades, and such..
I like Henchmen too though they can be a bit OP. Perhaps give them permadeath like the Sions
I played the Campaign and thought it was pretty fun. Also gives you more of an introduction to the existing factions than just looking at the Sovereign and Race stats when starting a game. You'll also get to build a boat, so yay!