[quote who="ElanaAhova" reply="10" id="3362464"] Yes, the selling price for items is superciliously discounted. I find it better to hold on to equipment and give it to heroes that come on board later. [/quote] I take that strategy, too. The problem, though, is that as heroes come along later, they usually have much better equipment, minus the accessories. So, after I've uncovered 4 Doom Clubs, I can only sell them for 7 gildar (or something crazily small). A
Lord Reliant
Something that might help in the clarification would be to have text below each one since there's a space for it: Masterwork Chain Armor Replaces Plate Mail and requires the Chain Mail trait Light Plate Mail Armor Replaces Chain Mail and requires the Plate Mail trait Did I get those descriptions right?
I thought this was fixed. Did it revert somehow?
Why couldn't/shouldn't a build option for a city be to build an outpost? Do I really need to create a pioneer and then move it onto a city tile for that to happen?
Other sources of income/conservation of money: Changing your tax rate via the top-right corner. Just be aware doing so increases unrest which causes less research (and production?) per turn Quests that give money as a reward or option Choosing the "Produce Wealth" option in a city's build queue Alchemy spell (I haven't used it recently, but it was around for a while where 100 mana = 100 gold) Disbanding un-needed units can conserv
Wow. It's certainly at the end of the Commander line, but I can't imagine it's intentional that it can be used constantly since all other traits have a cooldown of 5 or so. All you'd have to do is make a Commander get high enough level to get it, boost his initiative, and then win every battle. If this does get nerfed (which it should), some of the other Commander traits could use a bit of a boost, especially those leading up to it.
LH is Steam only.
Not long ago I played a game and conquered a wild land. I was thinking- boy, now I'll be able to get a really awesome city in there because it should have high values for each of the areas. Wrong! Just the 9 tile max. I was pretty disappointed. Seems like if you clear out the wildlands you should be able to settle a city there that has an above average yield of tiles. Now, it is nice they have access to some special tiles and all 5/6 shard types, but higher yields would seem appropriate (
Does it affect city unrest, too?
611 in game now, which isn't bad for 6:37am Central Time. I'm wondering how many of those started their game last night... Thanks for the pointer on seeing how many people are playing, Gandalftheredskin! Pretty handy.
I can confirm it's caused by Beserk. The description states you lose control of the unit in tactical AI.
Yes. The turn phases could be: *Player *Faction AI *Monster AI In that order it would give the Faction AI's the same advantages/disadvantages as the player.
Brad, are you going to continue this game? Love to see how it goes/went.
Is Steve Barcia around? Would be interesting to chat with him about it. And what he thinks of Legendary Heroes.
[quote who="LordTheRon" reply="31" id="3361714"]I do not like this at all. It will take away from the tactical positioning of your units. might as well just select auto-resolve if tactical becomes anymore streamlined. It's only friendly units mind you. I don't see the problem and think it's a great improvement.[/quote] Two big wins here- 1. You aren't as penalized for poor unit placement by the AI. 2. It makes larger a
[quote]Friendly units can now move through each other in tactical[/quote] Holy smokes! We talked about this in another thread pretty recently. This will be a huge help in not worrying so much about unit placement. Still important, but takes some of the pressure off! [quote]Adjusted the ZoC colors for Resoln, Kraxis, Magnar and Umber to look more distinct from other factions[/quote] Any chance of improving the contrast for movement squares in tactical combat? Currently,
Yeah, it would play as a VERY different game. It was a mod, though, so maybe modders could go town on it?
Tell Scott he should attend some anger management classes. An actually helpful comment- it seems like the sound levels changed a lot between tutorials. On some I had to increase my volume and others decrease it. Not a big deal, but something to tweak for future tutorials for the Next Big Thing. Really, though, they turned out good at providing a tutorial. I might also suggest having one that talks about leveling up a hero since it ended right before that part.
This is a great post, Nick-Danger! Brad, given how expensive it is to script the AI, it would be sweet to open up the AI's scripting to the modders. Didn't the Civilizations community do a ton of work on it to make it better?
When selecting Attunement, the text below it says "+2 mana per season". However, if you highlight the tooltip, it only says "+2 mana", which could be confusing.
I went through the tutorials today, just to see how they changed from FE. Great job! Easy to follow. Good narration and flow. I was struck how much easier it is to understand the game mechanics as you explained them. One comment, though. There were entirely too many videos of heroes dying. Dying to dragons. Dying to Umberdroths. Dying to Death Demons. Were you feeling particularly vengeful that day? ;)
When you are choosing options of things to build, one of the options is Demolish. However, there's no tooltip or description. I'd recommend adding one to the bottom saying "Click on an existing building to demolish it."
I tried replicating this with a manual save the turn before completing the Tower of Dominion and that worked just fine. So, it's possible it's an autosave thing.
At least the tooltip over Fame should show you when you get the next hero.
Is it just the autosave that would do this, or would it happen on a regular save, too? I might have to test this out since it's so easy to reproduce.