If you build a Temple of Essence or similar improvement in a city with Essence of 2 or higher, the Mana bonus granted will be as if there is only 1 Essence. So a Temple of Essence will grant only 1 Mana, an Alchemist will grant 2 Mana and 2 Research (1+1 per Essence) and so on. Steps to reproduce: Build a Temple of Essence, Alchemist or similar building in a city with at least 2 Essence. Before the building is finished, check the amount of Mana and/or Research you generate overall
Gaunathor
The description of the Forge improvement says, that it provides a +2 bonus to all defense types for trained units. However, the piercing and cutting defense bonus is instead applied to stationed units.
I'm not sure if it is a problem on my end (user error) or with the game (bug), but I have yet to be able to build a Temple of Essence, or any other building that requires a resource to be within the city-walls, in any of my games since I joined the beta. Has anyone else noticed the same?
1) Challenging 2) I want to know the capabilities of the AI without any cheating. 3) I prefer it if AI and Player are playing by the same rules, so I won't increase the difficulty. At least for now.
The AIHPRatio for Beginner difficulty is currently 1.0, while Novice has one of 0.75 and Easy one of 0.9. This means, that on Beginner the Monster and AI have more HP than on the next harder difficulty.
Unbelievable! [e digicons]8C[/e] I have to test that myself. In any case, it sounds more like a bug that you can actually do it.
I noticed that the descriptions of two champions is a little off. 1. Gaylyn the Grey One of the sentences breaks off in the middle ("In the mines my family worked in, we had") and doesn't continue. 2. Giavanna The description clearly implies that the champion is female, but the model is a male one.
In 0.914 the Accuracy bonus from the Training Yard had been increased to +15, but now it's down to +10. The changelog makes no mention of this, so I would like to know if this is intentional or not.
I'm currently at war with Magnar, playing Altar, and conquered his capitol and another city. A couple turns later I noticed Magnar himself moving towards his old capitol. As I didn't have any troops in the area I was expecting to loose the city again. Instead of getting notified that I lost the city, however, the battle window popped up, asking me to select either auto-resolve or tactical battle. The city still had militia, which where able to defeat Magnar. The changelog f
Switching weapons during battle? [e digicons]8C[/e] I would really like to know how you did it, because this is a requested feature that isn't in the game yet. In any case, please report bugs in the support forum. You can move this thread by editing it and changing the forum category.
I can confirm your first point. Ameson has no weapon and no attack value. The Dragon Eye is required for the Dragon Statue quests. It has no value to prevent you from selling it, which would make the quest line impossible to finish. According to the change log for 0.915, there has been a bug fixed with the critical hit damage for the Path of the Assassin. The 50% bonus was applied each level instead of only once. BTW, it might be better if you moved the
I haven't looked at those yet, but it is quite likely due to the move order each turn.
Okay, now I get it. Thanks.
The Tremor spell is supposed to immobilize a unit for two seasons. While the spell itself lasts for that time, the effect itself only works for one season. The reason for this is the order in which the player moves. As far as I can tell, Monster move first, then the AI player and lastly the human player. This means, that by the time the human player casts Tremor on a unit, it has already moved for that turn. The next turn works as expected. At the end of that turn Tremor stops to f
[quote who="dctrjons" reply="6" id="3158984"] An example of the ?deer? tile...lol forget the tile name. But you need animal husbandry to 'farm' it. Later in a game, when I have significant research strength and I have been in the other two trees for most of the game. I might have 5+ cities and one of mine is juuuust about to grab the 'deer' tile but still has a few turns before the population causes it to level. I will likely continue on other tasks, since ther
[quote who="dctrjons" reply="4" id="3158971"]I'd put this higher. Or in fact, maybe the entire notification needs a rethink. It's been so long since I've played an old-school strategy game that I'm not sure how they handled AI turns. Think this calls for a post in of itself. The AI going from fog to fog without you being able to see it comes to mind.[/quote] You're right. I forgot to change the number. [quote who="dctrjons" reply="4" id="3158971"]Not true,
[quote who="kilijan" reply="5" id="3158559"]This isn't fair since obviously they make more income and grow faster when growing from a base of 30 vs a base of 5.[/quote] Your capitol starts out with a base population of 30. The base population of your other cities depend on the group size of the pioneer. 3 at the beginning with a max of 9 when you have companies unlocked. I'm certain, that the AI has the same limits as you in that regard. [quote who="kilijan" reply="5"
In order of descending priority: 1. Notification to select a research path. At one point I had to reload a autosave. At the beginning of the turn research has been finished, but I got no notification when I loaded the save. I have no idea how many turns have past until I realized that I wasn't researching anything. You shouldn't be able to end the turn without a research path selected. 2. Outpost/resource destroyed notification. This notification should send you