I wondered about that, I actually skipped using my sov with the Ignys bow last night to avoid the possibility of friendly fire during one battle...
NaytchSG
If one of my units is webbed and the other is one space away, why would the spider move to be in range of both units' melee attacks? It is to the spider's benefit to take on one enemy at a time. A very crafty spider would web one and beguile the other and then move to put both enemy units adjacent to each other. Also in nature, a venomous creature generally strikes and withdraws for a time (kites !?!?) until it's prey is dead. A 3 or 4 mov
Could still read it by sliding it towards the side of the unit window, but this needs to pop to the front of the unit display.
I like to take uneducated and no metal armor and then pick 4 positive traits. Only two show up on the screens mentioned above.
" There is a Knights of Asok in your ZOC, click on it to see if you can use it." Please remind players of these locations as they move up the tech tree, they sometimes get absorbed by cities and are hard to track down. Thanks.
Ok, that's what I'll do then. Thanks, HF.
Duh... thank you, Solosol! I just realized I did when i met Kraxis. nvm [e digicons]:blush:[/e]
I noticed and wondered the same thing, Parrottmath. Also, if a multiple stack of widows, why web and then beguile the same unit? Spread it around and maybe give beguile a 2 or 3 turn cooldown so the AI moves to a melee attack. As it stands right now, the widows aren't as tough as they could be on Challenging level.
As you guys polish the game up, I thought it might be a good idea if you started specific threads that people could just reply to rather than making new posts with scatter shot issues. A typo/grammar thread A tactical battle thread A strategic level thread An AI thread A tech thread A graphics thread etc. I thought it might save you time and help you keep from missing an issue if one of us posts a multi-point post
Hi, enjoying new build. I had just built my second city with trading tech unlocked and the road continues past both my original cities off into the FOW. I have no other outposts built. Just the two cities. Thanks.
Also typos in the "Misplaced Wares" and "Forgotten Goods" text bubbles. The second mention of crates is misspelled as "creates". Also the Air Shrill Temple text mentions "explosed" pillars... exposed or exploded? I think it should be exposed.
Yes, I have experienced as well..
http://ufoai.org These folks have been doing a great job capturing the original game's feel.
Now I have to change my pants... [e digicons]:O[/e]
I've been fighting Markinn and he is on a warg... did he win that in a quest maybe?
I would like to see sovs and heroes give "parole" by not being able to fight against the faction that took them down for 20-30 turns unless attacked. Such parole would also cost them an item or 50 mana or gildar if no items are to be had. Or a spell scroll? Stand and Deliver!! [e digicons]}:)[/e] The whole push them back city to city as they are immobilized at only 3-5 hp each time is silly. They should have more hit points but perhaps be
Can we also please have defeated heroes/sovs drop a piece of loot? It could even be rationalized as that individual's "parole"(an item) or ransom (for gildar drop if the hero has no items) for freedom. Also I've seen an immobilized Ceresa (with an x icon similar to Tremor) 12 turns after she announced she was burning her cities and withdrawing. I slew her one last time and haven't seen her since.
"The "To busy to talk.." responce will only come from the AI if you are at war with them. You are free to enter diplomacy as much as you want when you are not at war (this also fixes an issue where some players couldn't declare war until enough turns had passed)" Great! Thanks for this and all of the other fixes. Keep adding random loot drops... including caches of mana (ma
Annie can be renamed, just like a city or a summoned warg... Fang, Chompie whatever you like :)
Velihopea and King Felix both make excellent summaries of what remains to be done. IMO a simple fix to the XP for units and heroes is to give all units 1 xp per turn ala MOM and just up the level thresholds. Give governor heroes a 2-3 xp per turn when in a city or a 5 xp bump when a city builds a building... This way a unit guarding a city still get levels over time as "they also serve". I guess people could abuse this by movi
Agreed. Even though I like free heroes via the natural leader trait. [e digicons]O:)[/e] Lucky or brilliant could also have unique techs or spells pop up. Warlords or diplomats could have mercenary units randomly offer to join their banner. Merchants could have peddlers or smugglers visiting them with magic items for sale or offers of stolen techs from other factions. Generals (or a warlord) could get a magic nerf, but their troops get an extra pe
Would it be possible to add a cooldown timer to the Beast Master trait so a player can know when it will be usable again? Also, would it be fun/easy to add Beast Master I, II etc. to reduce this cooldown period by a round each level and/or make your taming less resistable? Or unlock other creature types to charm? It would be nice too if the Collar text told you it was a single use item and that it counted as a charm attempt for my beast master sov. I t
It is up! Yay! [e digicons]:')[/e]
I am so looking forward to the mods that this game will inspire. SD may not get us all the way to MOM 2.0, but the community will get us closer. I respect the original ideas behind the game, but regret the exclusion of all of my favorite fantasy tropes. I have always been a sandbox TBS player and have almost never (exception: HOMM 1,2 and 3) played through the campaign modes. The more toys the modders can put in my sandbox, the happier I will be. I am in awe of t
Great post... I always wondered why a scouting unit couldn't be a summons spell, like the eagle in AOW:SM. Always a useful spell. Good point about essence, as well. Thoughtful and well-written +1 sir!