No offense to anyone, but I don't see how this is even slightly balanced. There's no need to research anything deep in the tech tree, just get to warg, a shield, and a brilliant sovereign with death for blindness. You basically just won the game because 90% of the units won't be able to hit you. My shadow blades (sword+shield warg riders with dodge traits and cloak of night) are virtually invincible without needing blindness... how is anyone finding this balanced? If you w
Kalin
It's very doable via the quest system... the problem is... the AI doesn't handle it the same way as players do. So you'd have to do some serious balancing via costs if you want to keep it in balance.
It is suppose to be 2, there's a beta patch that fixed this in the support section along with some save game problems.
Do note that they released a custom beta patch yesterday to deal with the save problems. You might want to give it a try if you're having them: https://forums.elementalgame.com/438260
Hmmm... seems like no one noticed this (maybe make a thread on the general section and point to here). Thanks for the work.
Note that the AI actually doesn't design its own units, it uses default designs, hidden AI designs, and player designs. So if you "leave" it to unit design, you basically have to go in and design all the units for all the races. And even if the AI can somehow build the right unit (might be possible via custom resources), you'd also have to teach it how to compose its armies (I haven't seen anything to indicate that this is possible).
I think you can only do that if the city actually absorbs those improvements (inside the city walls). So a possible solution would be to build a city nearby, snake it to the improvement, and raze 'em all (or just the improvement).
The most we can do right now is to set some priority... which really doesn't help in the situation that you're describing. However, even if the AI somehow recognizes that spears are good vs cavalry, the problem of build up and preparation remains. When an army of cavalry arrives at its door step, it's simply too late to start building spearmens to counter them. By the time you can field enough to be useful, the war would be almost over (this isn't galciv2 where you might have
Maybe have the tower of dominion spawn a unit with 0 moves?
[quote who="Ambermonk" reply="3" id="3294805"] One has to wonder what the Devs were thinking. How could they release such an unstable patch? My best guess is that they are developing the game on state-of-the-art high-powered machines with tons of graphic power & memory. I'll bet that they never even tested the patch on a 'normal' computer.[/quote] Actually... one of the reason this patch is considered a "major" patch (a .1 step instead of a .01 step), is all the m
Try to learn the tactical combat system a bit, figure out what you can fight (farm them for exp) and what you can't (avoid), then use your sovereign and a few fodder troops to clear an area before or while settling (this means you almost never have to defend it), and delay settling near dangerous mobs until you can handle it. If you control your ZOC growth afterwards, so that you don't disrupt strong lairs, the only thing that will ever threaten you is the off chance something comes w
I have to respectfully disagree... Splitting out traits is just another way of saying, I don't want the useless parts, let me stack all the more OP abilities more efficiently. No really, why would you ever waste points on picking staves if you already got the scrying pool? The points that you then saved, can go towards another OP ability instead. What you end up is custom factions stacking a bunch of useful things, and a bunch of useless stuff that no one ever uses. That&#
Yes and yes (and not just mana, they make tons of gold and research even if they have no population).
If I recall correctly, this is hard coded now. It was moddable in WOM, but apparently due to memory optimizations, it isn't anymore.
... or you could just built the 1 city? Wouldn't that make it all the more special?
That's no longer the case. Tax is now based on city level (the hub provides the income). The OP is correct, the actual population no longer matters after you gain the city level (this actually applies somewhat to lower levels as well as lv5 - if you know you can't get to lv5). This is something I pointed out during beta 4 when the system was changed, but no one else seemed to care. As it is, you want to cast your +grain and +food spells so that you can get to lv5 (or the next level),
Actually it is always one path, the thing is, there's actually 2 different quests. One where he turns into a demon, and one where he doesn't. The quests just looks the same until he does... so you think it's random (but it isn't). It's the same with the clearing rat quest, one where you have to fight a spider, one where you don't. As for confusion, I remember getting it once... it's a battle spell that causes the enemy to become clumsy (50% of not attacking
Loner never appears because it doesn't have a Unit_Level abilitybonustype designation, it's probably meant as some sort of unique champion ability. The same is true for Attunement, Brilliant, Hardy, Might, Scholar, Veteran, Wealthy (those are only for sovereign design). Oh, and... + attention :p
A unit generally heals the same amount as their level unless modified in some way (spells/items/traits/etc). A city doubles that (unless modified by another improvement). Territory/Outpost doesn't seem to do anything, Healer/Medic adds 1 (yeah, they're pretty useless).
Roadbuilding is done via a trait that unlocks that ability. Any faction can do it with a governor hero (they have a road building trait), but you'd have to level one up until they get the trait. Mancers (Capitar) can build units with that trait.
Um... there's nothing stopping you from using both of them. In fact, due to how init works, it's usually better to use both AND slow your opponent.
Just a simple note on the side like all the other turn events would be great, and probably the easiest to implement.
Items only shows up in the shop normally if it was researched (the prereq tech part), if you want non-researched items to show up, you have to mod the CityHubs or a building to activate the sale of those items.
If they are injured, they are probably trying to keep units alive, using other units to fight. Basically, it's trying to mimic the player's ability to save hurt units. The problem, of course, is that a player can easily abuse such behaviors for even more cheese.
If you look at my original comment, it was a response to your "It's a lot less overpowered than the original Celerity" statement. There's no way that this can be considered a less overpowered version if the benefits are higher. It's true that you can't stack it on one unit, but you don't have to use it all on one unit. Even if you have nothing else to use your mana on, if you have 1500 mana, what's to prevent you from buffing 6 units and roll people? Or 5 people and st