but... doesn't the number of men affect unit stats like atk/def?
alaknebs
it did happen before 1.09, at least to some people. weird that you only just got it!
no idea where it came from. my dynasty currently has 2 babies... 1st one female, 2nd one male. just saw a npc that can't be recruited appear a few squares away from the father mind you. can't hell how long it's been there, just noticed it. the baby wasn't born that long ago. you don't need the savegame (after the spawn), do you?
can someone let me know how they work now? as in.. is the game still just making numbers up as it go along? built 2 kingdom parties of 4 "observers" (22/22 hp?) in different cities. 1 of them went out to bash a bear, think it got a tiny scratch (21/22 hp?). went back to city. next turn ... all healed (35/35 when in city i think) and then head out to bash a wolf, went back to city. a few turns later, noticed that the one that went out bashi
i'm not using multiplayer patch.. and this has happened to me since 1.0 (unless what i've experienced is something similar but different).. used to be a lot worse though using city zoom build mode doesn't solve anything. i've tried with both on and off as i thought the zoom mode is the culprit... in fact, i think zooming out helps. zoom out a bit more... but not all the way to cloth map (haven't tried building in cloth map yet).. this is especially common when building
saw a hero with the warlord trait... (some gladiator...forgot name) what is the point of that in the sandbox? it ain't going to spawn 2 sentinels of decent strength, is it
defense is a bit overrated when you see mobs with 40 odd atk or more i had 3 heroes with bows shooting up a obsidian golem with 100+ defense or some such. i had 4 heroes with bows shooting up a daimon thing before it used the arcane doom. (40? 60? def) no choice... no way melee can be fast enough to get near before arcane doom hit. or lucky enough not to be hit by any of the other high atk melee monsters. the obsidia
i'd like to know what happens with the multipliers from buildings.. say.. you have a base of 10 mp... and get a building that ups 50% -> 15 mp when you imbue (say.. a loss of 4 mp).. what do you lose the mp from? new base of 6 -> 9 mp total? 11 mp total? don't know if i misremembered.. but i think kingdom/empire uses different amount of mp for imbue?
i think you can use trade items and have the sov buy a load and then pass them around. but that'll be more steps than buying with each hero. if i remember correctly, you can switch heroes in the shop (some left right arrow icons to click)... just like you can switch heroes in the trade screen.
...i think if you don't save your game and quit/start new game... (autosave might count as save) then the custom sov just disappears nothing to do with permissions. i'm saying this.. because i think i've had sovs saved and not saved... haven't changed any permissions/folder.
[quote who="Eudamon" reply="57" id="2770434"]There is a law in Great Britain (us Brits don't throw anything away) that regulates market places. A market place must be AT LEAST as far away from any other market place as a donkey can travel in one day. This was to prevent hundreds of markets popping up and ruining each other. Also, having a market was, of course, a priviledge for a town. ---- snipped --- You could also consider the possibility of combining cities that are in
what would be good is if summoned creatures tell you who summoned them.
[quote who="bronzemountain" reply="3" id="2764749"]Once you have a non-aggression pact with someone, you can walk through their territory. It's the Elemental equivalent of 'Open Borders'. It took me a little bit to discover that, though.[/quote] don't think it works for the city squares themselves. unless it's changed since the last time i tried
any idea how fast roads upgrade?
eg.. the + str one. you have say 2 caster champions in the army stack. get 1 to cast it on the stack and someone (not sure who gets it, haven't checked that much).. then try casting the same spell again with the same/different caster and it tells you you can't cast it. you can move one of the champs out of stack, cast it and rejoin with no problem though. seems to have been introduced in one of the patches.
theer might be a bug with multiple caravans... or maybe some kingdom building gives a 2nd one... or maybe captured city gives 2nd one. a few patches ago i was able to build 2 in certain cities but not others when playing as kingdom
incidentally, the 2nd teleport is air only, isn't it?
doesn't the description say teleport caster and army?
the empire one you have to research.. (lvl 2? 3?) for some reason, you get teleport to start with in kingdom and have to research imbue. but you get imbue in empire and have to research teleport.
you mean the line of text next to the talent/whatsit icon inside the stat page? it says what i mentioned above..
seems to be most of the merchant npc are master merchants. i've seen 1 that's merchant - Raline the weaver what's the difference? the ability/talent/whatever thingy icon also have different descriptions the master ones say 1 gildar per turn the merchant one says additional gildar per turn
how do you tell which bit it covers? before you buy it that is. obviously not an issue in designer.. but a bit stupid to have to go inside designer every time a hero buys kit
this no longer applies in 1.07 looks like the enchantments are dispelled if your max mp drops below the mp required to cast the enchantment. (didn't look properly... just did a load game from well after the fact) looks like summoned stuff stay though
does that work? i think i casted that spell on both hero and sov.. and tried to engage the vigilant spy thingy that does the arcane doom. still died. or is that not a spell? (then again. that was in 1.05 i think)
trigger happy clicks on the wrong button + pioneer.. doh! obviously you can redesign one from scratch.... but useful if there's an archive folder or some such. or confirmation popup