Oh man, that was hillarious! Verry funny! I think they would be better served just having troops being trained at a higher level or something like that.
Nomorebeef
Whenever I research a new larger troop size, I should be able to upgrade my previously trained troops somehow. They could lose strength or something as the new recruits are added.
Hey, thanks for the info. I never realized they would give larger starting pop. That makes sense, and isn't a bad idea after all.
I'm sure it's mostly my problem. I'm the kind of person who gets annoyed too easily.
Thanks. Hey, I noticed you positively comment on almost all of my posts!
I think they should have at least a bare minimum of attack and defense. I mean if attacked in the wilderness, they could throw stones and hit with sticks or something. The pioneer men could use the women and children as a screen while they escape [e digicons]O:)[/e]
It would be nice to have the area an outpost will encompass whenever the outpost option is hovered over with my pioneers.
Once you've researched larger sized army types, it defaults to having you train pioneers at the largest available size. Since that only gives them more HP and initiative, there is no point that I can think of to recruit them at the larger size.
Even if his voice wasn't annoying, he says something everytime it is his turn which is too much to begin with. I would rather not hear them say anything other than when I am actually talking to them via diplomacy or recruitment or maybe even when they go up a level.
[quote who="DexCisco" reply="11" id="3102346"]You could have counterspell be more of a "set this caster to counter the next spell attempted by the target unit" I have said it before and I will say it again, spells should have a cast time measured in absolute time units, modified by initiative, not in full turns. Turns is just not granular enough and can be spoofed by impulsive's double turn and haste's current "insta-turn" effect. When you go to cast a non-insta
I agree that there should be a casting time for more powerful spells, but 3 turns is way to long as most combat barely lasts that long.
Ahhhh, Thanks for the info. I didn't start playing this until the end of the .85 beta.
I have the ability to cast Fireball, but have yet to actually use it as the combat is over before it has been cast. I can understand some spells on the main map taking more than 1 turn to cast, but during combat they should be immediate or close to it.
Mmmmm Hmmmmm Hmmmm Mmmmm Hmmmm!
The title says it all. In my current game I came across 3 seperate groups of fire elementals in water squares. They must be REALLY HOT!
[quote who="DexCisco" reply="8" id="3101276"]YyYyYyeEeEeEeEeEeSsSsS? [/quote] Ahhh, another fan I see.
Oh Jeez, that would make me feel sorta bad.....sorta.
Just play with him. Every time it is his turn during combat, he says "Yes" or does this stupid chuckle and it sounds SO BAD!
Please, for the love of god remove Lord Markin's constant "Yes??" and chuckling from the game! It's like finger nails on a chalkboard whenever I hear it! At the very least allow me to turn off that sound effect. Right now I have to turn off all sound so I don't hear it. It really is THAT bad!
How about just pulling a CIV and have worker units to build roads and construct the all of the various improvements?
Who are you asking why to?
For those of us who remember Master of Magic, there should be a little inside joke with "Brax the Dwarf" and "Bahgtru the Orc Warrior" champions!
I second this thought.
That sounds cool. I just believe that the shops should have some basic sorts of armor/weapons/healing items etc.. Who starts the game and buys a club or staff?
Instead, it could just pop up saying "When you research mining, you could build a mine here. After you learn how to mine, I will remind you." That's a little dry, but you get the idea.