Jarod Silverstar

Jarod Silverstar

Joined Member # 2475842
4 Posts 22 Replies 556 Reputation

Population is local and a city’s population is broken into Farmers, Workers and Rebels (we may change the name for this last one, Dissidents? Angry Hobos?). Tempted to say Tea Partiers, but maybe you should just go with Slackers. Then again, HORCon is an idea. Habitually Offended Resource Consumers. Though I am sure somebody can come up with a better acronym. p/s: Food And Material Resource Export Manager - FARMER

154 Replies 2,243,584 Views

[quote quoting="post"] Also notice the large Spellbook button on the bottom right of the screen. Any strategic spell your casters have access to can be cast from here. You don't have to find the caster. If you want to raise a mountain and you have all the requirements, go into your spellbook and cast it. If you want to enchant a city or unit, open a Shadow Gate or

75 Replies 163,053 Views

I can confirm item 1. Abandoned villages do not show on the map. You can click on them if you know where they are, and collect the items from it, but cannot see them. (Did not check the cloth map.) Item 6, I don't remember seeing that parties of 4 was the minimum size now. Apparently you just cannot go below 4 members on any unit you train. Not sure I am a fan of that, it makes everything a lot more costly to train, which can hurt in the early game. Also I tended to like making si

2 Replies 1,655 Views

I don't see many trying for the monster names, so I will throw my luck on there. Green Dragon : Forest Wyrm or Swamp Wyrm. Red Dragon : Crimson Bane or Searing Serpent If I come up with an idea for the spider, will try and add it. Edit: Now after I posted I see several people had similar dragon name ideas. Guess I took too long thinking about it.

140 Replies 245,335 Views

[quote who="Alstein" reply="30" id="2929868"] 1) Random techs, keep no matter what, but I have some concerns - Micromanagement: people will be scouring the whole tech tree at the start of the game. I'd like to see the hidden techs hidden until you research a prerequisite, so you don't know what you can discover. [/quote] Good thought. What if the random techs showed up only when the necessary pre-req

153 Replies 606,999 Views

[quote who="Schnorkde" reply="23" id="2929801"]So far like it. Just to throw some extra idears in. How about tech which show up during game and/or require some word stuff. For example: U need to hold a (unique) location to be able to research some tech (+ have some prequisits) U need to have a special hero/item/spell active to research some tech U need to accept some (temporary?) negative influence on the empire (slower growth, less produ

153 Replies 606,999 Views

[quote who="Heavenfall" reply="3" id="2866160"]Please make Janusk a variable gender, to the opposite of the player's sovereign gender! If Janusk always spawns, its a great boon to female sovereigns as they can marry him very quickly. If the player plays a male sovereign, Janusk should be female.[/quote] I vote YES on this one, since the AI starts the game married. I have had several games where AI is having children before I even find anybody to marry.

254 Replies 119,114 Views

[quote who="Magog_AoW" reply="12" id="2867612"]Hmm... What mod is it that makes your are of influence colored like that?[/quote] Tarth influence is green normally. If you go to your Options screen, look and see if you have 'Use Smart Player Colors' turned on. With that on, you are blue, neutral are yellow and enemies are red. With it off, each kingdom uses its own color for marking.

20 Replies 81,469 Views

Yes, your Sovereign does not have any INT requirements to cast spells. All other champions do, including children. However, it is worth noting that INT still affects damage on spells, even with your sovereign. So if you are going to make a lot of use of combat related damage spells, increasing your INT will be a positive. Most of the time for me, in later game time (after about 200 turns), my sovereign will sit back and cast in combat while various solder units handle actual combat.

20 Replies 81,469 Views

I have noticed that pathing is very weird. The AI seems to have a hard problem picking an efficient path. I take a troop or army and click a destination somewhere more than a couple turns of movement away. They will get there, but I have seen troops walk along side a road for 3 turns. It will take a direct path through forest when if it moved to the side a couple spots it could avoid the forest completely. It also does not update for changes in terrain. Had one walking down a

6 Replies 6,425 Views

Frogboy did say "right off the bat", but I assumed it would be in the first week or so. Better than him saying 'first quarter' or something like that.

126 Replies 80,008 Views

Maybe this is a good place to ask, but is there a key combo to return your view to 'normal'? Meaning that if you changed your camera angle to view around mountains or something like it a way to restore to the default without dropping out of the game and reloading? Actually, thinking about it, being able to have several customizable pre-set camera angles that you can select from would be nice.

14 Replies 12,511 Views

Dragging up a bit of an older thread here but have a couple more thoughts to voice. Is it possible that the number of resources spawned is tied to the number of players/opponents? I don't know if the 'turn off the fog of war' switch lets you see all the resources right away, or do you still have to go discover them, but it might be a way of testing. I am playing a large map in my current game, but since I wanted to just work my way through all the tech tree stuff, I chose only

46 Replies 26,069 Views

It has been my impression that the same amount of resources are generated despite the map size, or at least it seems that way between the medium and large maps. In the large map resources are very spread out. When playing a large map I feel lucky to find 2 resources close enough that I can get them with one city. On a medium map, pretty much every city I build has access to two or three resources. I know shards are supposed to be rare, ideally with only

46 Replies 26,069 Views

So what happens when they hit patch 1.0.9z? What is the next patch after that? 1.0.9aa? 1.0.9.z.a? Something else?

48 Replies 30,172 Views

I had seen other people mention about imbueing your spouse, so I had tried that with the latest game I played. Four children and none of them channelers. Only one male child and the wife I set him up with was a channeler, so other factions seem to have success. I think my next test around will be with one of the default sovereigns instead of a custom, but still ought to try with a male custom sovereign since I had been using a female in the last several rounds.

18 Replies 14,111 Views

I just want a clear answer. Pre-betas almost every one of my children where natural channelers and could cast spells, even if the stat randomization meant that some of them started with only 1 or 2 mana points. But every beta version, every game I have played so far, not one single natural channeler! NONE! I have taken probably 6 games to the point where all my children grew up and with 4 per game, that is zero for 20+. The complete opposite of what I saw bef

18 Replies 14,111 Views

Gone a couple hunderd turns into 3 games with the latest beta, p. Several items that I have noticed. Children - before the BETA, my children were almost always channelers. Since the BETA, I have not had a single child prove to be a channeler, though wives that I have gotten for my sons usually seem to be channelers. And my children almost always seem to start with a move of 1, and unlike the pre-beta, you cannot increase that stats by spending points when leveling up. Ot

0 Replies 2,605 Views

The old Master of Magic did have things like conjunctions that affected the magic of the land. So the idea is valid, however I think in this case things would change too quickly. Every turn/season would have different bonus. There would be too much chance of twisting it. "Let's see, I control 3 fire shards already, so let me also wait two more turns until summer to attack to maximize the bonus. But idea of seasonal variation on the look and feel of the world would be an

6 Replies 3,969 Views

Always been like that. At least the default move on the caravan is 2 now, unlike before. In a couple games I pretty much ended up with one channeler being my teleport donkey and moving various troops and units around to get them close to where I needed them. Maybe we need a caster only spell and then a much higher level and more mana expensive group teleport. Would be even better with a sliding scale, the bigger the army with you, the more it costs to port them.

7 Replies 8,720 Views

Also, they need to make gaining magic be about using magic. How do you gain magic currently? You research it with the tech tree to make it available to research again. But once you have a spell, as long there is mana available, any channeler or imbued champion can cast it. Oh look, its late game and I just managed to recruit a new champion, the next turn I imbue him and pow, he can cast any spell available to me, level 10 on down. You want to give us a sense of accomplis

53 Replies 139,091 Views

Just had one of my daughters grow up, she inherited all her mother's traits, except for Channeling. I can imbue my children but they are not getting the channeling trait naturally. Without that, the only real use for children is marriage fodder. And the other thing I have noticed, for the starting spell books, I have not found them under the Magic tech tree yet. So does that mean that if you choose not to start with some spell books, you will not be able to gain them later through ano

3 Replies 4,328 Views

This there now a chance that your children will not be channelers? Playing with a custom female sovereign, and my first child just grew up, a male, and he is not a channeler. He does have his father's 1 tech point a turn bonus, but that is it. I cannot remember ever having my children failing to inherit the channeler trait before. Even the grandchildren always had it. The city/pioneer spam does need to be addressed. On one side of me I have the AI building cities all ov

3 Replies 4,328 Views

Got a large game going and around 350 I started to notice a problem. I tend to do a manual save every 10 turns, and every second time I now lock up and have to kill the game. I did not see the issue until I upgraded 1.09. Debug.err: http://pastebin.com/EmBf6cKL I have been getting the occasional crash all along, but this is the first one I can reproduce. Let me know if I can provide more i

0 Replies 2,044 Views