Would it be possible that when you choose to upgrade a units weapons/armor to be allowed to choose what the upgrade item will be? For instance, a cavalry unit armed with axes, upgrades to a Hunters shortsword Instead of the Burning Axe, or a Broadsword, or Longsword. Would it be possible to change the upgrade so that you could choose the weapon? Same issue with Armor.
JWConner
I've been seeing this since the new patch. When fighting a tactical battle and the opposing side has an abilitie such as fear, noble, etc. that goes off first before all other actions is disabling the sovereigns ability to cast spells for the first round of combat. The Only thing the sovereign can do at that point is to eather pass the turn, or move. After the first round of combat the problem clears up.
During tactical combat I have noticed that Flame Wave causes no damage to opposing forces. Additionally I have noticed that Blizzard does not appear to be working on a consistant basis. I have found that sometimes I can get blizzard to work for the first tactical battle after loading a game, but after that it no longer causes any damage.
Same issues here. White screen when starting a new game, CTRL-N resets the overland map to normal, but combat screen is all white and impossible to fight other than under auto control. Additonally when creating a sovereign, and choosing his profession, warlock, general, etc. the profession now costs one of the build points. If you skip choosing the provession until you've used up all your build points and then choose profession you get a -1 to your build points, bu
Would it be possible to implement the option to upgrade existing units to a different unit type. For example you have archers on foot armed with a short bow, and then develope Horse mounted archers. Rather than have to make a new unit to replace the already leveled up units could there be an uption to upgrade the existing units to the new unit type? For instance: Archers w/ Shortbow --> Horsebowmen w/Longbow Guardsmen
A few thoughts on the game so far: * In the lvl 5 city bonus options Onyx Throne is not buildable even though it is an option. * Champions, exp sharing between Champions and Sovereign seems to be not to have been thought out all that well. As it currently stands your choices are to lvl your sovereign quickly or to group with champion(s) and lvl him and the champions slowly. As a result I hfind I'm not making any use of the champions except
Sounds like things are going in a good direction with the game. I do have one comment on the Champions however. With the change in EXP being devided between the Sovereign and any champiions he's stack with, I've found I know longer have any use for the champions except as guards for city's or to spirit rip for their talents. The reason for this being that if I have to decide between getting my sovereign leveled up quickly or slowly so I bring some champions
Amen, especially since it seems like since .85 that all improvements take much longer to build. I keep having to clear my building improvements before the finish so I can build some troops.
I just tried him with a Sovereign 3 Champions and an army. Needless to say the dragons Ripped off everyones heads and then went bowling with them. [e classic]:([/e] I actually did beat this in v.77, but back then you could get a sovereign and champions into lvl 25-30. I'd say exp badly needs another tunning upward. Was in game turn 649 and was only able to get my sovereign up to lvl 12. [e classic]:([/e]
I have to say I liked the exp tunning in the first beta much better than in beta 2. Of course I know that the exp was toned down a great deal because of issues with Sovereigns hitting lvl 30+ with ease. However a perfect example of why I think retune is needed is I assaulted an enemy city. I had 2 champions and my sov, and 4 squads with me. The enemy city had 6 squads plus city militia and a champion and yet the exp reward for victor was only 5 exp per unit. Now
LoA, As per your suggestion I removed all mods and tried again. This did allow the spells to work, with the exception of my fire spells which indicated I needed to be in controll of a fire shard for them. This is the way it is supposed to work correct?
Can anyone tell me why my sovereign is unable to cast any combat spells. When I make the attempt I'm getting a message indicating there is not enough mana to cast the spell. This despite the mana pool being in the thousands. This is happening for damage related combat spells, and most of the non damage related spells. Overland map spells seem to work fine. Any thoughts?
Has anyone else run into an issue where when you get up to the mid 300's in turns you find your game crashing when you try to instigate combat? So far I've managed to trigger this half a dozen times. Problems usually crops up anytime after about turn 325. Any idea, fixes, thoughts?
As of 5:20pm EST still getting the following message when trying to download: The file you are trying to access is temporarily unavailable.
Very cool spell effects. Do you have this mod uploaded anywhere else, as the MegaUploads site is saying it's unavailble.