Teleport: what spell book?
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Thanks!
Mobility.
Yup ~ what he said. ^^
Thanks, but which book is mobility under? Life or Air or what?
I am not seeing that option. Is there something I need to research first?
Since the reordering of the magic system, I can't find it.
You HAVE to select it for your Sovereing (or pick one) that has it initally or there is now way to get it.
(Really bad desing choice i'd say)
you should be able to research the other magic books that you don't pick in the beginning of the game later like the book of fire air etc
I agree FatNonFree
It's a good attempt at faction differentiation, but not so good an implementation of it, imho.
About default Sovereigns, they are as they are. The fallen Sovereigns' talents/weaknesses seem quite "lets give them something" to me. And spellbooks are given as... whichever the reason. But that's not reason enough to say "I should be able to research the books from Sovereign creation".
Differentiation? According to the Hiergamon (the book, not the web thing), Procipinee seems to be the only human Sovereign able to revive the lands. Not that in game seems to mean anything at all right now, but would indicate that if the default Sovereigns were to get really deep in their differentiation, it would include also access to exclusive spellbooks (or just spells?).
I want to think that for Expansion 2, the factions will really be different (looking for equivalents to Gal Civ II).
I pledge my soul to chaos , my flesh to the warp & your souls shall feed my power
I pledge my soul to chaos , my flesh to the warp & your souls shall feed my power
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EDIT: Damn it, sorry. No clue how i managed to post that twice... sigh.. note to self; avoiofd posting with this little sleep.
In any case, even if we were to get skill trees and similars, I would have to say that you shouldn't be able to learn anything just because it's in game. Maybe your bloodline prevents you from reaching a better attunement with the Shards or maybe no matter how much you love gardning, you simply don't have the "touch" to become a green thumb. (eventually everybody would end wealthy though, unless they tank their economy :P)
Right, well I was over generalizing. I do agree with you about not everything for everyone.. that sort of "ballance" wasn't what I was aiming at.. Argh.. I would probably be more clear with a little R&R...
So on that note before I go back to dream about the "perfect" EWoM, lemme just say... City population could be used as "food" in a pinch... no? ^^jk
I do want to add a building that gives extra food by canibalizing citizens but as Food works, most probably would be a -X to Prestige in the city.
actually i agree. it seems odd that a mega powerful end game sorceror should have no way of discovering magic available to some start-up hedge wizard. i'm not saying it should be easy to get hold of them (ie, it should not happen until the late game), but it's not as if there's any lore basis for prohibiting research. if there was a stat or shard requirement i'd understand.
I don't think there is a problem with preventing some sovereigns from learning specific schools of magic. Look at the real world. Can anyone who feels like it go research medical information? Heck yes. Engineering of various sorts(electrical, mechanical, civil, tons and tons more)? Sure. The issue is that not everyone has the right kind of mind for these things even though they may have the raw IQ required. Take a group of electrical engineers and ask them to write you a novel. Sure there may be a few who can pull it off (some people have a wider range of talents than others) but most would write you a piece of pathetic crap. Just because someone can excel at a given pursuit, does not mean that will be able to master others. I see no reason types of magic would be any different. Perhaps water = emotional/empathic casters and air = logical minds. Now and then you would get people who could handle both, but it would be much more common to see 1 or the other.
It's been a while (and several versions) since I was on the Sov. create screen.
So you have to select the mobility book at this juncture for it to show up?
In the 1.1 release notes, Froggie states that users start with the mobility book.
Maybe I should just ditch the VERY interesting game I have going and start over after the 1.1 update.
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Oh, well. That's what I get for being a beta tester! Small price to pay!
I've been ditching games everytime there's a new beta patch (read daily) lol
hehe same here
Though with the latest beta patch I seem to crash every other turn (managed a 300 turn game in previous patch!) in early game so hopefully a fresh install fixes things after 1.1 is released or I think I am boned until next year ![]()
I think it was a bad design decision to put such a powerful spell (teleport) into a starting character selection. Teleport trumps Organized (the thing that lets your army move at your sovereigns speed) by a massive ammount and cost significantly fewer points. I seriously don't miss any spells out of enchantment or (terraforming?), and only combat if I'm going intelligence heavy, but I always -ALWAYS- miss teleport. This spell should either be avaible via research (probably book of air) or the other books should get some serious love.
Or Teleport needs to be brought in line to where it should be. One spell shouldn't entirely remove logistics from the game as a concern.
Its not that overpowered. It costs a ton of mana, you can't access it until a late spell research, and you can't use it to teleport entire armies across the map or something crazy like that. Oh wait...
Honestly I've thought of it like a cheat we use to help beta test >_<
Lol. Teleport as it stands today is godlike. It's kind of like that dude from Star Trek "Q" who would pop in at the strangest times and locations - except Elemental Q brings a Borg horde armed with Oak Spears with him. I'm optimistic that logistics will get a fresh look, incorporate a natural progression through the game, and of course be balanced. An uber spell like Teleport should have high-level counter spells centered around the ZOC border regions so it's a back-and-forth competition around who has the logistical upper-hand. In fact, that should be the flavor for the entire game: back-and-forth battle between tactical attack/defense, tactical magical offense/defense, strategic magical buff/debuff, etc. Anyway, that's my 2 gildars! Back to waiting for 1.1...
They field cavalry, I field spearmen. They counter with light infantry, I rain down enough arrows to block out the sun. They fight in the shade, I send in war elephants. They respond with red shirts, I teleport in the borg. A guy can dream ![]()
Probably this would be better. Should be relatively easy to fix.. simply make it so that teleport has a limit of intelligence/3 squares, and consumes (and requires) all movement points of the caster. No more teleporting and then attacking multiple enemies per turn.
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