Still not working :(
auboy105
Still seeing them...
Its the only weapon that does not
Would like to give Karavox a spear to be more thematic
Seems like Air could use a few more spells...
[quote who="Heavenfall" reply="1" id="3256942"]It depends completely on how you play it. Both weaknesses can be minor or huge. I rarely hire more than a champion so Cruel is a great choice for me. But if I go for a Path of the Governor sovereign (or just generally any defensive type) I wouldn't want Inefficient. [/quote] I see some of your points here but I will definitely always take inefficient. Path of the Governor is weak to me because if you always leave your
Why is it not nationwide like cruel? Does not seem like much of a weakness if I never keep my sov in a city...
They do nothing to the AI when in their territory :( I took over an enemy AI city and as soon as I did the monsters attack! They had been there the whole time!
[quote who="GFireflyE" reply="1" id="3256029"] In 5 turns....raze your outpost. [/quote] I need it in my game with pioneers costing 300 :)
[quote who="Tuidjy" reply="8" id="3256039"]Hmm... did you also increase the cost of your spell to 150? (triple) Because if you did not, you just had a very asymmetrical game. It's a single player game, so you can do anything you enjoy, but it is not a balancing solution if the game is only fun if you have a way to make outposts that is denied to the AI. 300 is a lot of production.[/quote] No need. 50 mana a few times is a lot if you dont have outposts everyw
[quote who="GFireflyE" reply="5" id="3256014"] How did you compensate the lack of outposts??[/quote] I had the spell that placed them but I did not really use it until I had cleared out monsters. The AI produced pioneers when it had the money and we are eventually all about even now in outposts. They are just not all over the place...
The AI gets stuck this way too...
Bug??? Edit: I think I see now. 100% unrest rate! Which brings up the question should taxes be by empire or per city? I dont want to ruin my capital production for a little outpost!
I see the AI's have trade treaties with each other but whenever the AI offers me one and I accept nothing happens and it never shows up in the diplomacy screen...
I modded the pioneers to cost 300 gold to build and it is the most enjoyable game I have played by far. The pacing is epic and everyone has 2 or 3 cities while focusing on units and buildings and not pioneer spam. Many wars but everyone is standing strong because of this! Also on the large map I doubled everyone to be 24 tiles away instead of 12 and took out all wildlands. Great spacing on a fantastic epic map!
[quote who="stax77" reply="1" id="3255698"]There's a small "ZZZZ" displayed next to the city icon on the far left of the screen but yea, it's kinda easy to miss. On the other hand, sometimes you want your city to be idle(there are specific city bonuses that only work for idle cities) and having a prominent pop-up come up every turn could become annoying.[/quote] Yes just a pop up when it first stops building. I always miss the little zzz way over in the corner!
Anyone else noticed this? In my game an AI party of Gilden stays in a tile and never moves. They are next to a slag but the slag never attacks them...
Right next to their city too!
So frustrating when you realize your city is asleep and you never noticed!
[quote who="Frogboy" reply="44" id="3254069"]I'm pretty sure Derek made some changes to this. Specifically, I think in faction creation you now get more total points but that some of the really big faction abilities cost 2 or 3 points or something.[/quote] Would be cool if you could train henchmen as fallen race. As of now I cannot train evil henchmen :) I guess that goes along with the bloodlines. How about traitors? Altarian blood but evil? Edit: I take that b
[quote who="FrenziedFan" reply="41" id="3254018"] Quoting Jam3, reply 30Tarth , hmm master scouts op much? At the absolute least they need to make it 2 points. Yes it should cost 2 points, but they should also remove the "Monsters ignore this player"-part of the master scout trait. As someone else pointed out in another post somewhere, you miss like 1/3 of the game if you take monsters out of the equation and that simply isnt fun. (Btw,
[quote who="harpo99999" reply="39" id="3253775"]inefficient tool tip states that it applies for the sov when stationed in a town/city only, and this has been so since WOM, SO when the sov looses a battle and hoofs it back to the nearest town to heal, THEN that town slows down the production until the healed and the sov leaves the town and as the town is often out at the front lines this can be significant when battling other sides. harpo[/quote] Well Im gonna pic
[quote who="eaglejk" reply="22" id="3253236"] Inefficient is not that bad. I take it all the time. The penalty is only applied when the sovereign is actually in the city. My sovereign spends 99% of my time in the wilderness, thus I get no penalty for 99% of the game. I tested it out in a quick game in .992. I had a building requiring 11 more turns to finish with the sovereign in the city. It dropped to 8 when the sovereign l
I have to admit its hard to pick between summoner and adventurer for me. They are both fun choices! But I still think adventurer - betrayer is the most powerful combo! :-)
Looking for these but cant find them? Ive edited some abilities and blood but cant find where to edit their weapons?