Could a knife throwing unit move one more space after using the throw knife ability? You could move forward to land a blow or retire behind a defending unit? Sorta like the axe throwing pre-melee attack thing from MOM? A lot of the weapons and the warfare techs need to be adjusted, IMO. I would like basic types of all weapons to be available from the start and increase in quality and unlock new unit traits as you go further up the warfare tree. All uni
NaytchSG
I frequently get asked for help ( I guess I have that kind of face, [e digicons]O:)[/e] ) from Sovs in trouble with another faction they are at war with. So we go to the trading screen and the easiest thing for me to do is throw them a tribute treaty. Then they give me some arrogant babble about me showing respect when I am bailing their sorry asses out. Wha... what?!?!? So arrogant talk aside, do I get some benefit for my generosity? &nb
Also the music changes from tactical to strategic view if you click on an init bar portrait for more unit details.
Thank you! I must have missed it in the other windows.
I agree about the reduction in initiative... or they slow the enemy advance like the Hobble skill for 1-2 turns? They duck for a turn behind their shields and then peek over them to check for more missiles? (to give a rationale for the ability)... I would rather they confer a negative trait on the opposing unit than more damage, but if you do scale it with group size that would be OK.
Hey, you, get outta here message from Ceresa: "-Sov Name- welcome to Resoln. The Oracle Ceresa has foreseen your arrival. Withdrawal or drown in the pool of Cyndrum." Withdrawal should be Withdraw. And shouldn't Pool be capitalized? As in Pool of Cyndrum? Thanks for reading!
[quote who="Bobchillingworth" reply="13" id="3277597"]In Kael's Fall From Heaven mod, the Clan of Embers civilization had a one-time-use spell which allowed them to instantly seize control of half the world's barbarian units. Perhaps the Bandit Lord should get something similar, an expensive spell which gives them half the unowned Bandit units on the map. Spell would need to cost enough that the player can't just constantly pop it in order to rush or choke every AI- ma
And I am currently playing a Bandit Lord... and his starting 2 units were pretty useless as was the recruit ability. Couldn't we have one or both bandit units be Bandit Archers? Much more useful. Someone suggested adding Syndicate troops to those that can be bribed, that would help. Or can the bandit lord flag Syndicate lairs as troop generators? Can bandit lords get a random normal item drop once every 20-30 turns? That would reflect stuff t
[quote who="Tasunke" reply="8" id="3277567"]I like the idea of Hunters getting double loot. Hunter-> +50% damage vs beasts, access to hunter equipment (think Hunters Bow and Hunter's Axe), and double loot from non-human enemies (or just plain double loot)[/quote] Can we make it where the Hunter can switch weapons during tactical? That would be awesome... starts at range with the Hunter's Bow and can switch to the axe if adjacent? Ca
[quote who="Tasunke" reply="42" id="3276841"]with the Class however ... yea ... Beast Lord, Spider Lord, and Reptile Lord/ Serpent Lord could all be separate ... (or a beast lord could upgrade to either Spider Lord or Serpent lord at a certain level ...) --> hell, maybe even throw in an Elemental Lord [/quote] That would be awesome! [e digicons]:drool:[/e]
Yes, Bandit Lord does indeed create a vacuum [e digicons]>_>[/e] I am playing one now but I had a good start in a corner to set me up despite the handicap...
breakthru is bad English... ... breakthrough...
You, Sir, rock! Stand by for typo...
[quote who="Lord Xia" reply="6" id="3275780"]Bandit lord actually is far less useful, Simply because there are no good bandit troops to get and it cost gold to get them. They need to broaden what a bandit is, to add Syndicate also. [/quote] That would be a good idea, I was gonna try a custom sov with a bow and bandit lord ala Robin Hood and see how I did. [quote who="crsweeney" reply="7" id="3275782"]i'd suggest keeping the unique flavor of
Did not realize the Hoarder Spider did splash damage until I lost an adjacent wounded unit [e digicons]#:([/e] . The trait is mentioned in the init bar portrait, but that would be good to know in the pop-up, thanks!
I have to agree with Xia on this issue. Beastlord is great if you have the right start, but in my last game it took me 100 turns to tame anything more powerful than a normal bear. I suspect bandit lord might be the same. (will try next game).
I have also seen the multiple Arenas. Can I also reiterate the need for a "come back later" option on more of the quests, especially when inadvertent pathfinding ends you on a quest tile. Thanks!
Loading and unloading the game improved for me... turns on a medium map against 5 AIs on normal got boggy around AC 187 or so, but not consistently from turn to turn (sorry, Leo in Wis. [e digicons]:blush:[/e] , it sounds unscientific). Tactical battle animations are more fluid and the new way Amarians get their shard boni is much cleaner. I have noticed multiple Arenas of the Slakhanan? on the map...
[quote who="cardinaldirection" reply="57" id="3272697"] Quoting SOLOSOL, reply 46 - Unique units. Each faction should have at least 2 or 3 unique units with an specific use. Like jugs. Like hench. Like slaves. I miss monks that can heal, magicians that can use one or 2 spells (attack or defence), druids that can entangle or daze...I think it can be easy introduced by adding traits. Many of the special units are deep in the techs, so it could be good a early specific unit (weak) and
Steve, man, don't harsh my buzz! :) Oh alright. I think Derek should just give us more gear choices and a few more points to spend at creation. That would make each sov more fun and different to build.
Now that is a great tip, Glazunov1! I just read the Bride of the Man-Horse at http://www.sff.net/people/doylemacdonald/l_wonder.htm and enjoyed it immensely. I had never heard of him before and will enjoy reading his work. Cheers! [e digicons]k1[/e]
Heh, plus I just started a new 1.01 game and the init bracers are still free! So uh... can we get a lock on this thread? [e digicons]O:)[/e] Nothing to see here... move along please!
Darn it, Kantok! I like free stuff [e digicons]X([/e] I wondered about that but was hoping it was a feature... Now I have to make hard choices and my brain hurts! [e digicons]:waaaa:[/e] {end whining}
More mounts for heroes and troops. Tactical battle maps with city siege enhancements such as destructible walls and arrow towers. And the trait sapper or destroys fortifications applied to Ogres, trolls, War Slags, Dragons and Earth Elementals. War Slags (see above). The preferred mounts of Darkling Shamans... More summons for summoners. More spells. &nbs
Had just conquered the Athinian (?) quest where I defeated the prototype, a demon and a small darkling group. Saved game. Reloaded later and it gave me Pox the Demon in another city before I had traveled back to my capital. Thanks. Begin edit with spelling of darkling above and new below: Oh and looking back in the Ledger for this game, I now notice the typo in the title: Adventerers should be Adventurers (although Xmas is coming [e digicons]O:)[/e] )