[quote who="anc40" reply="635" id="3445101"] One odd thing is although it doesn't allow you to have a Kingdom Quendar faction in the sovereign creator, it allows you to have an Undead Kingdom faction (which would seem rather contradictory). Strange, eh?[/quote] I think they're all interchangeable in the sovereign creator.
UnleashedElf
I think we need a dev to confirm or deny this.
Ah ... thanks. I understand now - so they do exist. Also, one issue I see is that it will depend on the resolution of the person's screen. I for example game at 2560 x 1440, so I could fit 13 such skills with no problem.
I'd have to agree with Joeball - perhaps that can be some how programmed into the AI? The point is, the AI can do something about it ... were it programmed to respond effectively.
Even a simple A_CoreManaRegeneration buff could do the job for the dead. [quote who="Blaze of Glory" reply="36" id="3444334"] IDK I tried the dead for the first time, playing the Wildlands map for the first time as well. I left in on challenging because I hadn't used them before and people said they were tough to play. It took a while to get the hang of it, but once I did I steam rolled the ai. That was without the ai being that close to me. Really
So the modded ones are included in your mod?
Do you think the Dead should be disabled as well for this mod?
So are all these 10 paths filled?
Looks like this should be changed for this: Test1001 Anyways, it levels up to level 2 but it does not trigger the levelling script.
[quote who="Slash_N_Crash" reply="7" id="3444805"] I am saying only magical armor. Why not? Or at least give other classes better armor/magic defense. [/quote] Again for balance. Champions armor would mean that warrior and defender lose an incentive to choose those 2 classes.
I should also mention that with massive amounts of mana, you can spam crusade over a number of seasons. That's what I do.
Also, we still have no way of knowing without dev confirmation if this is a bug or working as intended.
Right now the AI seems to struggle with magical combat, both when you use magical combat against it (it doesn't try to resist with the newer units it designs) and with using it effectively (probably a function of the auto-resolve). As a result, many of the magic oriented factions seem to struggle in the AI's hands.
Hmm ... I think this should be combined with some sort of magic resistance, since the AI sucks at that right now.
[quote who="Ericridge" reply="5" id="3444449"] Balance reasons. Haven't you seen what a ret paladin could do in battlefields during their zenith? You have to be prepared to kill ret paladin if they're controlled by a gud player.\ [/quote] Ret pally?
[quote who="halmal242" reply="626" id="3444774"] The ability to create an additional faction would be great. If I understand the code correctly there are 4 different factions, Kingdom, Empire, Monsters, and Wildlands. I am not sure if there are or are not sub factions underneath Monsters and Wildlands.[/quote] I think it's actually possible. I have not tried though. You would need to make an architectural style (hard unless y
The Hieragemnon needs to be updated.
[quote who="abob101" reply="1" id="3444019"] What ability makes a city immune to magic? Edit... I guess because Broken Loyalties is not a city curse. And costs money rather than mana.... so although it's a "spell" does it count as magic.... dunno. [/quote] I presume immune to magic means well ... immune to magic. [quote who="StevenAus" reply="2" id="3444100"] I always imagined it as a ca
Ok I will test them both out and see how it goes.
The spell Betrayers still causes cities that are immune to magic (ex: levelled conclaves with the right ability) to "flip" sides even though they are immune to magic. Lost a conclave to the spell "Broken Loyalties", despite it having a Tower of the Magi with: City &nb
8 gb at the moment
[quote who="davrovana" reply="3" id="3443578"] What you want is to mess with city hubs. You can set the city hub types a faction creates when a sovereign or pioneers use the 'build' command. See this thread where Primal Savage helps me out Try setting that faction's hub type to the conclave, fortress, ortown - but then you can only build the one city type you choose! Alternative solution is to create a spell that gives you 50 population insta
[quote who="Derek Paxton" reply="1" id="3442884"] What level is your champion?!? I don't even know how that is possible.[/quote] 40+ Level [quote who="parrottmath" reply="4" id="3443574"] Quoting Primal_Savage, reply 2Adds 24 "DoNothingTraits" in the unit (general) trait tree which can be selected when you run out of traits (Prevents a bug) What bug do you refer? One can close th
[quote who="Primal_Savage" reply="607" id="3442881"] Hum, wouldn't this be more simple or is it not working out for what you are trying to do? Parry [/quote] Unfortunately, no it does not work. That causes the unit to disappear from the training screen because it contains the Unit Level trait not Unit Design. [quote who="parrottmat
When a champion has all of the perks unlocked, the game tends to freeze between turns for some reason. The turn button is hit and greyed out, but the new turn never arrives.