You can always disband caravan, to free trade route slot. I often do it early, when goal is just to get as many roads as possible.
player1_fanatic
[quote who="Chibiabos" reply="38" id="2774635"]They still haven't fixed the civ traits like Pariden with "Civilized" and "Influential" which actually have no in-game effects whatsoever, so far as any player has been able to determine. Settlements don't cost anything to establish, so Civilized's "Costs less to establish settlements" does nothing, and "Influential" claims to have increased settlement influence, but players have tested and found that doesn't work, either. I
Great list of fixes!
Success! I figured how to fix it. Unit abilities are defined in CoreAbilities.xml. There, every ability consists of one or several AbilityBonusOptions (for example, Clarity has several versions that regenerate 1, 2 or 3 mana). Well, what was wrong was that internal name for AbilityBonusOption for IceBlast is IceBlastAbility, not IceBlast. So changing Ice Lord's SelectedAbilityBonusOption tag to use "IceBlastAbility", instead of "Ice
I think I know what's the issue with Ice Lord and it having mana regen, but no special ability. Unit is bugged. Look at the unit definition in CoreSummonedUnits.xml: [code="xml"] 0 gfx/eye
I don't have save when exactly this happened, but in my old backup save Gilden had city that used Water Shard as wild improvement. On the other hand, in my current save, that city doesn't exist anymore (probably destroyed by monsters), and Water Shard is completely gone too. What's more interesting is that currently there is not a single Water Shard on the map (just checked with cheat mode), making Spell of Making victory impossible.
I noticed that there are many units whose 3d models on strategic map don't scale. They are stuck at "Large" scale. I noticed this first with horse versions of heroes, where soverign would scale and some other heroes would not (and would appear oversized, if using normal or proportional scale). Only if I set unit scale to Large, proportions between units are ok. It happens with many monster too. For example, some shrills will appear small compared to the tile size, while some o
One issue here is that AI never builds cities in areas without resources. That could lead to big pockets of never claimed territory, even between AI cities. And where is unclaimed territory, there are monsters.
Well, it works for me. P.S. By the way, game has pretty poor selection of spells above level 5.
It gives spellbook that has Greater Raise Land as level 8 spell.
They just get razed.
[quote who="Thizzbaby" reply="1" id="2772906"]Diplomatic - unfourtunatly this is how it works in real life more or less, big army & massed resources = Allience or treaties. Almost every 4X game i've played works the same way. The A.I can't win this way so its up to you if you want to cheap it or not.[/quote] Not really. Big army and can lead to many allies, but also to many enemies. Real world example: USA. P.S. I've got idea
One aspect of game that feels underwhelming to me are victory conditions. 1) Conquest Closest to "hardcore" victory for any 4X game, with only difference that killing sovereigns destroys their nations. 2) Master Quest Too easy to start. Usually, adventure tech tree is beneficial whatever you do in the game (conquering, expanding, building up), due to amount of gold that can be unlocked through goody huts, so even if you don't beeline for it, at one point you'll
1.4 is more like a real patch. While 2.0 is more like a big mod/redesign.
With all this said, having overpowered mace/hammer weapons that trump anything else at same tech level doesn't help either.
^That's what worked for me. Doesn't mean it's only way it works. One thing is certain: save/load after temple and you'll never get the dragon as reward, even if quest completes.
Here is the image: Is that normal look, or some textures are missing?
Good to hear that.
I usually buy horses through trading with other factions. It's one of the cheaper resources to obtain through trade.
Wait and see if gameplay has improved enough with patch 1.1. If not, wait for 1.2. At that point, or at any point after, before patch 1.3 is out, either buy it or not, since if you buy it later, you won't get expansion pack for free. [e digicons]:grin:[/e]
[quote who="Sethai" reply="1" id="2771278"]so many redundant spells in this game. i'm still not sure which "haste" type spell to take, if either.[/quote] Quicken in actually bugged. It is supposed to be strategic spell. it's even inside CoreSpells_AIR_[b]Strategic[/b].xml file. But has corrupt SpellType tag, so game defaults it to tactical.
I think game needs more buildings like Great Mill or Palace (currently both kingdom only). Essentially, a single per faction buildings that add to base value of materials/tech/arcane/gold. If player has good start, they are not big priority, but if they have bad start, they would be a saving grace. Currently, adventuring techs help here a bit, by spawning additional resources, but only with gold, food or metal. Nothing to get you out of lack or libraries
Another place to download 1.40f is here: http://koti.mbnet.fi/ton_hur/ (downloads section, mom folder)
Really? Fire Giant can be learned on 3rd level, and is stronger then 5th level Fire Elemental Ice Lord (water giant) can be learned on same level as Water Elemental (lord of sea) and is much better. Only Earth Elemental seems a bit better then Stone Giant (due to Treamor), but it is 7th level spell, compared to 4th for giants. I haven't seen spell needed for Storm Giants, but by looking at their stats in XML files, they also appear superior to other elementals.
Empire units do level up. Only those broken pre-designed peasants don't.