I think it's issue with both attack and defense. The less units in group left, the more "hardy" are those that are still fighting. Probably because attack/defense rating stays same even if soliders are lost. 20 attack or defense: -with 4 soliders: 4x(0-5) -2 soliders: 2x(0-10) -single soilider 1x(0-20)
player1_fanatic
^Are you 100% sure? I just got recently in 1.07 at situation (unfortunately no save), where 4 men group with just 1 unit left did 8 point of damage, while actual single solder had attack rating of 5 (20 total for group). It seems to me that the less soldiers are alive the better attack/defense value get of the remaining ones. Now, I don't think that dead soldiers to rolls, but instead that living ones get better attack (since attacking/defense rating never changes when soldier
You can get warhammers with first war tech, if you are lucky with empire.
I wouldn't say hammering. On two machines I tried out, one had around 30-40% and other 50-60% CPU utilization while playing. First one was Phenom II X3 720, and another T4400 dual core Intel.
I pretty much undestood it's the second thing. I mean, why would you roll 0-64 8 times? That would mean some mega superdamage. As if having 8 units with 64 attack.
I've experimented a bit with modding of Confusion spell (used both as troll ability and combat school spell). This is original calculation code from the spell: [code="xml"] &nb
I have idea what could happen with this spell. Does wacky numbers only happen with grouped units? In my last battle, I had as group of 4 observers (4x3att=12). two enemy shamans cast confusion twice on them without any change of attack value. After battle, I got -6 and +6 attack buff on same unit, which wearied off turn later. Here is what I think happened: -spell pulled [UnitStat_Attack] value of full stack, which is 12 -then add
Looking into XML files, there was supposed to be dispel spell in the game (check CoreSpells_LIFE_Strategic.xml), but was cut.
Alternative way to brake training cost: -play as Kingdom -conquer city of empire faction that has both War Council and Garrison (shouldn't be too difficult, since both can be build at lvl1 city) -level the city up, and build kingdom training buildings: Barracks at lvl3, Command Post at lvl4 And you get again 100% training discount.
[quote who="Vallu751" reply="9" id="2759457"]Knights roll: 1, 0, 4, 5, 6, 10 defense: 1, 0, 1, 1, 4, 0 damage: 0, 0, 3, 4, 2, 10 [/quote] So, if defense rolls are done separately (not single def/[num. troops] roll for all defenders), just like attack, the big strength of squad units is that their "rolls", both attack and defense ones, average out, compared to single troop.
A unique defender roll? You mean it's a single roll for defenders, not roll per unit?
^I know that such thing is written in the manual, but I always assumed that is was just obsolete/unimplemented game mechanic (very common for game manuals), since there is no way sane developer would hid such data ingame.
In my current game, I started conquering one of the Fallen empires, and I noticed some really weird construction choices. For example, city that has no resources other then food was building smelter (bonus to metal). One city had bunch of buildings that add food bonus, while city produced no food at all. And another had around 8 shanties (-8 food!!!), in attempt to level up city to size 4, but there was almost no point of that, since only thing that city was good for w
It's economics! Hotseat: mutiple players, one game copy sold Regular MP: multiple players, multiple game copies sold [e digicons]:grin:[/e]
^Wouldn't just fixing shard damage scaling fix that. When player gets fire shard, he'll pick fire damage spells over others, etc...
As said in title, when outlines are disabled in options, they still appear (black lines around models) in tactical battles. They are disabled properly on strategic map.
I think, for start, it should be possible to make harbor "outside city walls". I mean not connected to rest of the city, similar to resource buildings outside town . That way it may easier to both make cities at optimal positions, without compromising very rare beach tiles, or being forced to build cities up to the beach, just to be able to get harbor. Here is how I was forced to build one town, just to be able to get to the tiles that can support harbor. <img src="http://a.im
It would be kinda cool, if it is actually was pre-cataclysm leftover. I mean, we have Lost Libraries, old Growth Forests, why not some old roads too.
[quote who="BoogieBac" reply="1" id="2743259"]Oh, yeah, i guess that would happen...overwriting dosent clear the old data, it just overwrites it, expect for things that can be stacked (GameMods, sfx, etc) where it'd actually add that item to the list to the existing items. Added to the bug list Thanks heavenfall![/quote] As far as I see, this still isn't fixed with 1.07, and hampers modding community. My impression was this is was going to be fixed ASAP.
That's case from 1,05 and forward, when almost all units got 2.0 combat speed.
About minor factions: They need to be self sustainable. To be able to function well with just one city. And that means at lest one golden mine (so they could house defensive army) and maybe some other important resource. It could even be something related to their flavor, and not random.
Empire has good things to. For example, you can research very quickly in war three (however it's called) techs that give two buildings that decrease training of troops by 25% (for total of 50%). And buildings themselves are super cheap. And both are buildable by level 1 cities. Empire also gets very quickly housing tech that gives 50 population capacity per food.
Although his dialog doesn't imply so, hiring Janusk deducts small random amount of gold from your reserve.
[quote who="Aerion Istari" reply="129" id="2756198"]Most people like the basic mechanics you have in place already for magic. The biggest nuts and bolts complaints are that all magical attacks go against the target's defense rating and that magic damage rolls (all attacks for that matter) are a straight '0 to n' damage roll. Change these two things and expose a bit more of the mechanics to modding, and modders can do a lot of the work to making the magic system less bland.[/quote]
Heh. I did small 60 turn test with Paiden. On 13th turn borders increase to 2nd level, like with everyone else and that's it. No more increases of borders exempt if city is leveled up. One exception: building town hall. It will project eventually 3 tile border around itself. But I think it happens with other races too. Also, admin cost was 1.0 (town hall maintenance: -1), so no discount there either. P.S. I would love some evidence that a