My recruited units don't vanish, but they stop appearing on the unit selection row in the upper left hand corner if they are without a champion or a regular created unit. I use the Beast Lord skill a lot, and in 1.5, half of the tamed creatures in a stack will be grayed out when you look at the stack. If you enter a city, the greyed out units vanish, meaning you can't pull them out of the city, but if that city is later attacked, they are there for the defense. if yo
RexDaddy
I use those for Fortresses and Conclaves and the 3,4 and 5 grain cities for Towns. Works great for me, but I can understand why people would develop them differently.
Find a nice location close to forest, shard, plains or any other resource and cast it in the relative center ( best is no more than 2 tiles away from the resources ) and you will get an awesome city. I cast it on the edge of a forest and got a 1/5 that I turned into a super research conclave. Cast it near a shard and a metal mine and got a 4/4/2 . Think a little, and save before you cast it and try various lkocations to get a feel for the best results for that land area.
Awesome Sauce for Stsrdock!
Should have read page 2 before posting, everything has been handled, including weareone.
I didn't read all of these posts, so I apologize if someone else said this. While the costs of building the towers is high, they give off a reward for building in terms of mana of a particular color. If you instead took away one mana of that color for each tower ( or perhaps two? ), it would make amassing the mana required to cast the spell more difficult. In addition, if you lose the colored mana source supplying that tower, it ceases to function and the spell of maki
[quote who="JMiddleton" reply="3" id="3303966"]You can research Enchantment and get ranged fire/frost weapons a lot earlier than you can research bows. They seem to be at least as effective. The only catch is you need a lot of crystal to build units with these weapons. Some powerful bows are available through quests or monster lairs. It's well worth equiping a Champion or Henchman with these bows if you find one. There is also an archer unit available through a quest that can make a huge
Just a quick FYI, I have seen the AI in 1.12 absolutely steam roll everything in it's path, so the AI is capable of doing it, it's just not consistent in doing it. I play unmodded, and I always use custom factions. As a lark, I created a hero for Umber and started her with summoning and lvl 2 death magic. I played a large map game with 8 factions on Hard and was doing a decent job staying ahead of my neighbors. When I first came into contact with Umber, they
I think that all the bows should be available as one tech, with the better bows costing serious labor at each interval. The bow as a weapon is a support item, and the low initiative caused by the bows penalties are fine. The real difference between a short bow and a recurve bow is not so much technology, but the lengthy time required to make the better bow. It would be more realistic to make long bows available, but with a -15% accuracy, which could be erased by researching
Same sentiment as the OP, it's neat text, it shouldn't go away until we close it.
A can of Borax detergent???
I used to see Resoln spike to 50,000 mana in the earlier beta's, destroying the historical graph and making every other player look like they never had any mana during the game. They didn't use ( how could you burn through 50,000 mana without an army of spellcasters?) it all, and it eventually went back to near zero after 2-3 years. Maybe the problems are related?
To my mind, web ought to stop offensive actions if it stops a units movement, I'm pretty sure you would be too busy cutting yourself free to attack.
Yeah, there are TWO Resoln cities right up against the walls, since I was going to have to kill them off eventually anyway, this is as good an excuse as any. I will post back here if it solves the problem, thanks for the advice.
I've had this happen in the betas where you could kill all of the beasts and the boss and the wildland would not give up it's zoc so that you could build a city or harvest shards. In this case Resoln has ringed the wildland ( the Imperium which is like a giant gated region with lots of Ogre and darkling resources ) with their settlements, so perhaps that is somehow interfering. It's very frustrating to take the time to kill all the monsters and hit all their sites and
You can delete the nations the old fashioned way looking in your "My Documnets/Games/Fallen Enchantress/Races folder. It's easy enough, but it should be available in game.
[quote who="stein220" reply="6" id="3178684"] Quoting Emperorjarin, reply 5 Quoting UmbralAngel, reply 3They should just make a spell in the magic tech tree that lets you grow trees! YES. Second.[/quote] Magic Mushrooms? YES! YES! YES!
I started a different thread on my experiences with Delim Skye, and how his horde wandered from one end of my territory to the other before finally attacking a city he had already walked past once. He committed suicide in a sense, because he never appeared in the battle due to too many creatures in his army ( over 9 apparently ). I fought him in a different game in his home territory, but he still didn't make it into the battle. At least I was able to use the mega
Picked up a hoarder spider in my most recent game, and it's a brutal one spider army. Daze is the gift that keeps on giving,letting the Hoarder move on top of a group of units in two moves and splash damaging/killing bunches of them. Plague Stalkers are great for their speed, and a Champion with a horse and boots of long striding can make a nasty reaction force with one Umberdroth and three Plague Stalkers for interior security. Beastmaster is definitely worth the pick i
Stardock can expect a call from DisneyCo. for exploiting the likeness of Pinnochio without prior approval.
I've also had the quest for the Dragon Lord pop up unexpectedly without even riding over one of the dragon statues. I wonder if an AI tried the quest and failed to defeat the dragon lord, if the quest suddenly becomes global and available for all factions? I haven't had a problem with the small quests, but it seems like the mega quests need a little more play testing.
I found the blasted area where the Fire Elemental Lord lives, and a quest was given to kill him before I could reclaim the land. At that stage of the game, the HP of his stack was 788, and all of it was in fire based creatures, making my Fire Mage Sovereign useless to attack it ( despite the fact that at level 5 he wouldn't have lasted long enough to do much damage even if Fireball would hurt the creatures). I knocked off a few minor trolls and single fire snakes before leavin
[quote who="ins2" reply="4" id="3146483"]In my humble opinion it is YOU who are not living up to what the game expected... Seriously, I have played several times on Normal and Challenging, and have built empires of up to 12 cities - I have had monsters attack me and lost cities, but I have tried again, and prevailed... this game needs patience and thought, and not just brute force and spamming of cities... As for your idea to be able to build cities everywhere, I
I would love to hear from Brad if he has tried the 1.4 version with Heavenfall's mod yet. Maybe he will be inspired to include it in the archival update he is soon to release.
Thank you very much for that update Brad, I think it put to rest almost every question I had about EWOM in it's current iteration. I will set it aside, comfortable in the knowledge that someday in the future, it may be possible to tame the design enough that it plays nice with the game engine. I look forward to FE, whenever it comes out, because I know that it will be as awesome in it's own way as GalCiv2 was. On a related note, I purchased the