[quote who="parrottmath" reply="15" id="3268588"]I feel that the prices are too high, but the sell values are correct (in comparison to rushing costs and upgrade costs of the troops).[/quote] So do I. Too bad that the multiplier is still hardcoded.
Gaunathor
[quote who="Tuidjy" reply="18" id="3268545"]Geez, and no one referenced the stupid guide I've been putting together? It has that information in the second 'concept', Experience.[/quote] Sorry. I thought of it, but it was faster for me to write it myself (highly unusual for me), instead of looking for the thread (sorry again, I haven't put it on my favourites yet). Next time I will. I promise.
[quote who="parrottmath" reply="12" id="3268522"]A variation of this could be you manipulate the minds of your populous (via propaganda) to spend more, and thus increasing the taxable income of that city.[/quote] That's not bad either. Still, I find the name "Propaganda" a little bland. Something like "Midas' Touch" would be more appropriate, in my opinion.
[quote who="parrottmath" reply="7" id="3268491"]Unfortunately that multiplier of x5 in the shop seems to be hard coded. It wold be much nicer if it were around x3 for cost increase. Makes that broadsword 90 gildar and that firestaff 108 gildar. This would make the salted pork the oh so reasonably priced at 18 gildar.[/quote] The multiplier is x0.2 not x5. Selling prices are 1/5th of the real item value.
[quote who="jfp3" reply="10" id="3268495"]-- Or that when you have "Propaganda" active in a city, but taxes set to zero, you won't get any gold for the spell. (What good is "magic" gold that still has to be plucked from a hapless middle-class through taxation?)[/quote] This pretty much depends on your understanding of the spell. I always thought, that the spell simply increases the money-making abilities of the merchants, not that it creates Gildar-coins out of thin air (tha
[quote who="mqpiffle" reply="14" id="3268474"]Each champion gets 33 XP. Each non-champion gets 50 XP.[/quote] No, the Non-Champions would get 16XP (or 17 depending on how it gets rounded). Their XP is always based on how much the Champions get. [quote who="Kongdej" reply="15" id="3268478"](dont remember what altar's henchmen gets)[/quote] Henchmen are treated as Non-Champions for XP-purposes.
[quote who="Novalith" reply="12" id="3268462"]I do better with math than drawn out explanations.[/quote] So do I, but I didn't want to bog down the post with calculations. [quote who="Novalith" reply="12" id="3268462"]1. A lone champion gets 100xp. 2. 2 Champions get 50 each or is the 100 reduced to 50 then divided so each gets 25?[/quote] 1. Correct 2. Two Champions would get 50XP each. [quote who="Novalith" reply="12" id="3268462"]A lone s
[quote who="id_est" reply="119" id="3268433"]Still no AI changes, even after release with tons of AI critics. Good bye Elemental![/quote] What are these then? [quote quoting="post"]Improved AI's decision making on what unit is best for a given city based on its cost Monster AI is generally slightly less aggressive about attacking[/quote]
[quote who="Filthgrinder" reply="19" id="3268459"]Where are u guys getting the update from?[/quote] Here , but keep in mind, that it is a beta-version.
I only know of a couple more: 1 sets the camera to the default isometric view 2 sets the camera to a zoomed in topdown view 3 sets the camera to a zoomed out topdown view (further out than 1, but not quite as far as the clothmap) 4 sets the camera to a topdown view on the clothmap 5 sets the camera to a zoomed in isometric view Ctrl + n creates a new map, using the same parameters as before Ctrl + tab brings up the Reactor overlay
[quote who="Lord Xia" reply="8" id="3268255"]Iv'e seen them enter Wildlands, I don't think I have ever actually seen them clear one before. [/quote] I did in my last game. Lord Markin conquered the Bhinadmi Fissure. No idea how he did it. I wanted to do it myself, but by the time Verga arrived there, everything was already cleared and Markin had settled another city. Only one or two Earth Elemental-armies were left.
Maybe he summoned a lot of Imps? The spell permanently reduces HP by 1 for each casting.
The description of the Broken Spirit trait still says, that it reduces the surrendered sovereigns Accuracy, Spell Mastery and HP by 50%. However, it reduces them only by 25%.
The Spell of Making takes 10 turns to cast. It should say so on its page in the spellbook. Going for one of the other victory conditions has no bearing on your ability to win through the spell. Except if you win by one the others first, of course.
I have to agree, Sions are overpriced for their abilities. What his Lordship has forgotten to mention, however, is that Sions also cost 100 Gildar, and add 300 turns to the training time. Henchmen increase the training time only by 200. To make Sions viable, their base HP needs to be increased, while the cost and training time needs to be severely reduced. The proposed cost of 30 Influence seems reasonable. For the rest, I propose a base HP of 10 (like Henchmen) and a training time of
[quote who="joeball123" reply="10" id="3268078"]unit trait (Zealotry) that grants a small initiative bonus (+3) but prevents any unit designed with it from ever gaining any health[/quote] Has this been reported yet? It seems extremely unbalanced. Maybe it was overlooked during the recent changes to HP.
[quote who="billg4" reply="3" id="3268088"]Is there a list of spells by category - Fire, Earth, Air, Life, etc. - somewhere?[/quote] You can find the spellbook here .
You can't view previous scores, but the achievements are viewable if you press ctrl + tab and then select 'Achievements'.
[quote who="Chibiabos" reply="2" id="3267981"]+3 production per essence with 3 essence would be +9 Production ... unless that's what you actually mean?[/quote] That's exactly what I mean. The spell already works like this, but the description of the trait is still wrong.
I have to agree with the OP. As he stated, the description of the shard demons specifically mention their creation by Ceresa, so it would only make sense for Binding to be one of Resolns racial traits.
[quote who="Frogboy" reply="15" id="3267913"]Xia, could you check the file coredifficultylevels.xml and check the starting funds ratio?[/quote] From Novice to Insane: 0.5, 0.5, 0.5, 1.0, 1.0, 5.0, 10.0, 10.0 and 10.0.
[quote who="willie sanderson" reply="3" id="3267858"]As well it should. The best way to beat a humaaan player for the AI is to raze his/her cities upon capture! WAD Keep up the good work Brad et al.[/quote] There is a five turn limit until you are able to raze a city. The AI is ignoring it. So, no, this is not WAD.
[quote who="Blackmantle_" reply="14" id="3267824"]Isn't Scouting an early game unit-trait you can pick for one troop and which affects the whole army the troop is in anyways?[/quote] Scout only affects the unit, not the stack.
[quote who="erischild" reply="3" id="3267822"]Wouldn't it be easier to use some sort of range based accuracy penalty rather than a range restriction? Something like 50% accuracy reduction should convince people to move.[/quote] I don't see a way to do this without applying the penalty all the time, which would seriously nerf ranged weapons, but I'm not nearly as well versed in the code as Heavenfall or SeanW3 are. Even if it is possible, the AI would still need to be taugh
...or you get trapped in a Wildland , which prevents the casting of Raise/Lower Earth. This really needs to get fixed.