Can I be honest? With 205 HP and 50 def... he won't even survive the opening salvo against my chargers. I don't understand how he's eating your stacks.
Kalin
Look up the bandit profession, it can generate a unit at game start, just make a crappy henchmen unit and summon it the same way? (You'd have to add a similar ability to all leaders too, of course)
There's a dispel enchantment on the tech tree ("Sorcery" in the magic tree), you have to research it. Seeing the enchantment is harder, in the city window you can see how many enchantments are on a city, so if there's more enchantment than essence slot available, there's a good chance that it has been cursed somehow. Unfortunately, their are some odd bugs with the counter there and sometimes shows more than it has. Realistically, you just have to keep an eye on your cities and kee
It's right at the top of the main screen. If you don't see any, it means you don't have any (most resources are hidden when it is at 0).
You can get it with Kraxis, just build a bunch of towns and pick embassies at lv4. Or buy the influence from your allies and steal your enemies' cities. If you're going for that strategy, you need to dedicate some work to it. If you lower the cost, it would become way too easy. Kraxis could just turtle all day to build up the influence and then use it to take a city, rinse, repeat.
You'd have to mod the terraintypes (in xml).
I have something a bit similar to this for one of the faction in my mod... what I did was create 2 improvements: a food exporter that reduces the amount of grain in the city by 1, and generates 10 gold for it, and a food importer that increases grain by 1 at the cost of 10 gold. Basically, you use gold to mediate this transaction, think of it as exporting to a world market and importing from it (I have it requiring high level economics tech). Note that the generated gold is affected b
Ctrl+Tab to bring up the overlay, and choose Achievement.
I see this happen all the time, I'm pretty sure it always happens if the pioneer is in an army with a champion. I don't know why they haven't caught it yet. As for the outpost denial thing, when you build an outpost and creates a ZOC (or your own city ZOC grows out), it becomes unsettlable to other players, but YOU can still settle there. So the fact that he built an outpost and then settle nearby is actually normal I think.
[quote who="joeball123" reply="13" id="3286834"] [quote who="Kalin" reply="0" id="3286711"The end result is a slightly nerfed base Juggernaut unit, 50% less atk (Brutal nature nerf)[/quote] This sentence in the main post is somewhat funny if it isn't realized that you're referring to a subtractive amount (200% -> 150%). "Slightly nerfed - it only does HALF the damage it previously did."[/quote] It's more like 300% -> 250%. With its base weapon (20 att
It has been this way forever, people have complained forever, but it's working as intended. If you really want to resettle that spot, you have to research up the magic tree and use that rejuvenation spell. Learn from it, make some scouts, clear the area, learn to control ZOC, use tremor/freeze. If monsters aren't a threat, it takes away from that part of the game, you're suppose to be struggling to expand, not spam pioneers.
That's basically the idea behind my balance suggestions, it's not so much trying to nerf them, but rather it's to balance the traits out a bit so that you'd have more design options to make things more interesting. While they do end up slightly weaker overall, I don't feel like it has really hurt them (I've been playing around with these settings for a while), they can still be powerhouses mid game (they don't gain enough hp to complete with high end troops end gam
[quote who="kosiam" reply="20" id="3286616"]I am trying to do what Kalin gave code for. I want 2 separate trees for learning magic, 1 is for path of the mage and the other for all other classes. By all rights the code above should work, but the unlockunitability does not work. All the rest works fine, we get the icons for Air1-5 but can not cast even one spell from that tree. I wonder if something is wrong with something I've modded in (as I've done quite a bit in other are
If I understand correctly (and I may be wrong) you're trying to buff path of the mage so that it has a high chance of getting magical picks, and can also gain elemental paths (include apprentice tier1 picks). If this is what you're trying to do... try this: [quote] &nb
[quote who="Lord Xia" reply="1" id="3285921"]Brutal nature to 50% wouldn't be as big a nerf as you think. They get a +100% for just being a Jug, and then another +100% damage for brutal nature. I think they should remove the brutal nature buff all together. 300% damage is way silly high.[/quote] It was never meant to be a big nerf. The point was to reduce the extreme effectiveness of the trait so that you would say, well I can live without it, and pick another tr
I've been playing around with Juggernauts and have come to a fairly decent solution for balancing these guys out, so I'll just toss this out as a suggestion to improving these guys: 1. Remove the 25% Splash Damage from base Juggernaut ability (this is mainly to help the AI because they can't handle the tactical positioning voodoo that is needed to make the most use of it). Reduce cost to 250 (from 400). 2. Move the 25% Splash Damage into Uncontrolled Rage, making i
As I mentioned near the bottom of my post, production just isn't very important to me because I pretty much buy everything I really need with gold, the excess stuff I just queue up and couldn't care less when they complete (although I've honestly never found myself in a situation where I really need those extra production). The growth is important for me because one of the highest gold generator in the game is the base town itself. Having high level cities is just the easiest way
I actually use different builds depending on the city's role, so I'll toss this out there for consideration: Capital (town): 3) Grocer (10% HP) 4) Almshouse (+1 Prestige) 5) Mint of Ruvenna (+3g per mat) This is because all the trades comes into this city, so I always specialize it as a gold producer (often has the treasury vault). Arcane Forge and Propaganda enchantment if possible... Troop Producer (fortre
Just because they have 0 dodge doesn't mean you can't miss, dodge is just a modifier to accuracy. If your accuracy is low this is actually quite normal, but even if it's very high, you only have a max chance of 97% to hit.
Accuracy of group units (multiple units in a stack) is calculated separately. So basically, if you get a group of 7 archers shooting at you, they get to roll hit 7 times, this means you won't see them "miss" very often. However, when those units roll a "miss", they don't contribute their share of the damage. In example: A group of 7 archers, who would do 10 damage each (to make it simple), 5 of which "misses"... the game will still show a "hit" but they will only do 20 damage
The easiest thing to do to address this would be to have the city "summon" the militias at the beginning of the battle via a spell (instead of spawning before battle), like a "call to arms" thing. The only thing that seems to be missing for this to work would be a summon to location thing to have your militias spawn in good locations.
I'd pay, I did the same for Elemental Limited Edition as well... >.> Not that I use it or anything, the box is still unopened, heh. But having said that... I think it would be better for everyone if Stardock would keep their full focus on making the game better rather then get distracted by all the extra fluff such as these and slack off on the actual game.
The potential traits are actually very powerful when stacked, don't under estimate them. It's the only way to get to very high levels.
Some people have reported that the AI is indeed getting way more tech trade points than they should be, it's probably a bug.
For towns: Always City Grocer (10% HP for all units, are you kidding?). Always Almshouse (needed on large maps with lots of cities). Always Guild Tribunal (don't really need the gold by the time my towns are lv5). As for the merchant -> market thing, merchants can be built in all cities, market can't (town only). I think that's why they didn't make it upgraded straight up.