[quote who="Lord Xia" reply="23" id="3289321"]Quoting Kalin, reply 22Um... that merc from the letter of Mark (Wallace)... is he really suppose to be worth 50 gold? Unless you changed something... he's so useless that I always sell the letter for the 18 gold instead. So basically, you'd be losing out on 68 gold for a really crappy unit. Maybe change him into a champion without DividesBattleExp (basically a henchmen) and use UnitJoinArmy instead? Agree. For it costing 5
CogBurn
Neat. Can't wait for the inevitable growth as things are added. I'm digging the changes to the infirmary and watch tower. I wish the grocer change wasn't a nerf, but I understand how stacking grocers can get out of hand. I'm glad attention is being paid to balancing all the city level up bonuses.
Its the number of little mans in the units of troops you train.
I am e-humping your leg right now. [e digicons]k1[/e]
Can this be adjusted for individual default factions (i.e. Tarth, Quendar, etc) or do they all simply source the default value and that's it?
Derek's official stance on the issue : We dont want players to have to play with manual placement on. So we try not to support any mechanics that reward manual placement. So we dont allow you to get access to new improvements by snaking to them. As another benefit it makes your choice of city location that much more important. Placed by a river or forest typi
It might also help to explain why, when I was trying to train some heavily ensorceled troops, I went to the AI to see if I could trade for some crystals from them, and both the AI players had zero crystals. Especially odd when one of the empire factions had a faction strength of ~250 and about 15 settlements... but somehow NO crystals?
[quote who="JSchoeck" reply="1" id="3276331"]I second that. Was pretty unhappy about losing 10 crystals 3 times when I first found out about this, just to confirm the resources got removed EVERYTIME you clicked on "build". There is also a definite bug on this: You can get to negative Crystals by queing up Guardian Statues and removing them again.[/quote] It's even worse with things like the alchemist which cost 100. I assume queueing
I'm not sure if this is by design or not. I just noticed it in my last game. If you queue up a building that requires Crystal or Influence or some other such finite resource to be expended upon placing the improvement in the queue, and then later cancel the build, you do not receive a refund on the resource. I assume this is the same case with troops, but have not tested. If this is by design, it needs to be slightly re-thought. I have no problem with the concept that choosing to
I've been using (read: abusing) manual improvement placement in this particular playthrough to stretch & snake cities, partially to reach for resources, and partially to reach out and touch terrain in order to block the AI from moving past choke points. It has lead to some interesting issues with cities crowding very close together. One city in particular has been very badly behaved. I'm unsure if this is caused by my manual placement chicanery, or something utterly unre
I have a Kraxis interloper in my territory, a pioneer. I opened a dialoge and told them to leave, and instead of forcing them out, it pushed them away one square. I talked to them again, and demanded they leave again, with similar results, only bumped their pioneer one square. I repeated this several times, every time forcing them one more square toward the border. Unfortunately, they eventually hit a spot where now they simply bounce back and fourth between two squares each time I tell them
I posted a similar bug with double strike and stun, Kael said it's fixed for the next patch.
I've cast Shadow World next to AI cities before (as in, a square directly adjacent to their city) and seen the resulting spawns wander away from their city constantly, never ever attacking. I really hope a lot of this stuff is tracked down and stamped out.
Just killed an Obsidian Golem, was using my Sov, who has Stun, and a Champion with double strike. Each time I used the special ability attacks, the golem was immune and took no damage. Normal attacks did damage as normal. I understand being immune to stun, or at least the stun effect of that ability, but double strike? That's not applying any special effects, debuffs, or conditions to the golem, it's simply supposed to be two attacks. Full immunity to both seems overboar
That's in the patch notes already.
This mod is hilariously awesome with dense monsters.
[quote]The "Improvement Destroyed" message now includes a button to go to the site of the former improvement [/quote]
This is just awesome. The whole community benefits a ton from this, thanks for your work. [e digicons]k1[/e]
Improving them would come at the cost of performance, and 95% of the game is played zoomed out so far you can't tell the difference. Not worth the resources/time.
[quote who="Nerhesi" reply="13" id="3259591"]Can I get a link to 1.01 changelog?[/quote] https://forums.elementalgame.com/434823 Check the support forum for changelogs, and check the change log often. They're a living changelog up til release of the patch as more things get fixed and added. This one has probably doubled in size just today. [quote who="Nerhesi" reply="13"
[quote who="Lord Reliant" reply="7" id="3258036"]How do monsters in the environment level up exactly? Just over time? If so, how?[/quote] They do gain exp over time, but they can also level from eating delicious AI/Player units. If you throw yourself at a dragon and die to it, it gets xp from you.
[quote who="Profanicus" reply="3" id="3257707"]Thanks, I was actually looking there after casting Chaos, and it showed 'Chaos' as the current effect but not the Weakened that Chaos had supposedly applied. Nothing in the tool-tip either. I guess it is just quirk of that spell, as I have seen other effects show up there. And thanks Glowing_Ember for listing what effects the spell can do, handy![/quote] 'Chaos' has to be listed as the effect on the monster in order t
[quote who="Frogboy" reply="16" id="3259151"]You humans get to have your cheese but my AI doesn't get to use cheese in return? You win this round, Cog, but one of these days. One of these days![/quote] Oh whatever old man, whatever, your AI gets to complete quests instantly without visiting subsequent quest locations ! If your forums had a cheese emoti, I would be spamming you with it right now. In
[quote who="Frogboy" reply="2" id="3258742"]The Darkling Shaman's shrink ability now has a cooldown of 3 What? Nooo! That's it. Back to the store![/quote] You're welcome.
[quote who="KingHobbit" reply="11" id="3258452"]Quoting Lord Reliant, reply 9 What? Are you implying that US government interaction incurs a 25% penalty to productivity?! Hehe. Sounds like the effect of taxes to me. I think you are being overly generous with a 25% penalty[/quote] It's at least 47%.