Well, if it orders pizza on the side it better not use *my* credit card to do it.
Annatar11
[quote]WanderingRadius I assume, if you flee or lose the fight, they start roaming. Majority of stuff Stardock defined as having 0 radius, or maximum of 4. Which is pratical, so your quest monsters don't roam the world, unless that's what you want them to do.[/quote] I'm pretty sure this was used in creature nests during beta. Remember those spider webs that constantly spawned spiders that roamed around a bit until you cleared the notable location? Also, here's something new t
Boogie, I'll send you mine when I get back home. I've got a perfect one - large map, over 500 turns in.
[quote]A ) Putting MAX # of opponents; Could that inadvertently have an impact major faction expansions, by limiting the available real estate without the need of major conflicts? Should this be true, then maybe having large maps with less amount of opponents might lead to harder games. Since the Faction will be able to annex smaller factions around them and expand more aggressively. (that's the "theory"...) B ) WORLD difficulty > or = AI difficulty; Could
He's rockin' that mohawk.
There are lots more creature types. Perhaps you should play a longer game and unlock more adventuring techs :P For example, there is a model that can function pretty well as a Yeti ;)
I sent kryo a PM to see if he can fix the thread :P
I got mine on Friday. They started shipping Tuesday, and takes 2-3 days. It's possible yours shipped later. Sales wasn't working over the weekend, but you should get an answer soon. And yeah, no email is normal. There's no tracking number since it's going by USPS Priority.
Yikes, I think my xml tags broke the thread :x Sorry!
Heavenfall, here's another thing for you to look at: The Empire (haven't tried Kingdoms) improvements that are supposed to increase essence by "25%", according to tooltip, don't actually increase it by 25%. If you have 16 essence/mana and you build one of those, you'll stay at 16. Shard essence bonuses work, however. The buildings are Tower of Souls, Tower of Titans, and I think that's it? Here's the XML for the shards: <
The techs are not guaranteed to show up when you make a breakthrough. Each tech has a chance to show up or not. Green techs are very common and will show up most of the time. Yellow techs are more uncommon and will show up sometimes. Red techs are rare and won't show up a lot of the time. So for example, if you're researching Civilization you always have a good chance that "Farming" will show up on the list of breakthroughs. But once you get to Advanced Farming (a red tech), you can go severa
[quote who="Das123" reply="25" id="2744208"]Thanks for the update Brad, but with all respect no-one from Stardock has ever commented or addressed what many have been saying since the beta versions that the races are boring and one-dimensional. You have listed the easier XML fixes (magic and research etc) but the whole concept of essentially just having a single model with coloured skin that players can dress up with items just doesn't cut it, sorry. In fantasy games I think players
[quote]question tho, is it possible to add stuff to the battlefield that will stay? an example would be a spell that creates a stone wall that is impassible terrain. [/quote] There are already several spells in the default spellbooks that create impassable terrain on the tactical map for x number of turns. There are falling rocks, vortexes. Some spells (Titan's Breath) can push people around, and others just randomly (or non-randomly) teleport units around.
Hey there Icecrown, I've been playing lots with this mod this weekend, and have a few comments :) Most of the effects, especially the higher level spells, go on for a bit long. The game doesn't let you do anything until the particle effect plays fully, so with a lot of casting often you have to wait an extra second or so each spellcast without anything really happening - for example, Melting Touch waits for the ground to change color back to normal from burned. This happens after the
Thanks for the update, Boogie-san :) Get some rest this weekend, you guys have done awesome with patches this week!
[quote who="James009D" reply="4" id="2738973"]It's not implemented yet so we are stuck using the "Mods" folder, atm. I'm still unsure how far they intend to go with mod support. Right now it looks like it's just Maps, Items, Tiles, and Quests. We'll have to see once they implement it.[/quote] No, it reads out of the user folder just fine. I had a tile and a quest xml left over in there from beta, and it actually showed up in my sandbox. I totally forgot about it until then.
Awesome work, Icecrown. Keep it up!
Going from memory (yay posting at work), from left to right: Gold income, arcane/tech knowledge income (should show both?), prestige income (the goblet), and available building space. AFAIK, Protect Settlement has a max range so you need to be close to the city to cast it. It is an Enchantment, so if you cast it successfully you should see a new tab called Enchantments on your Sovereign (next to Vitals/Actions) that will show all the permanent spells he's maintaining.
I think one of the most likely explanations is that loading a saved game after doing the research re-applies the research, thus spawning more and more shards. I've also seen some funkyness with new shards appearing out of nowhere when I load a game.
We don't know. At the moment, Tactical Battles are disabled in Multiplayer (though so is Multiplayer :P). It was stated that they will be enabled in a free update as an option, and I guess that might happen next week when Multiplayer is enabled, or might happen a little later. But, my gut says it won't allow more than 2 players to be involved - at least not initially. Would certainly awesome, though.
You added the command to the end of the Target field in the game shortcut?
Oh the Library already has listings for quests, tiles, etc. Just that only map submissions can get approved for sharing at the moment while they finalize stuff on their end for the rest :)
The campaign is mostly intended as an introduction. More books are supposed to come later (not sure how/when), but for now Book 1 is it :P
[quote]I have hit that CAST button before, but apparently to no avail? Maybe it needs a double click?[/quote] If you select a spell that you can cast, the button should be green and clicking it once should close the spellbook and give you a targeting cursor - the tiles it can be cast on are highlighted green, and red is for tiles that can't be the spell target.
[quote]Any argument in favor of the current implementation against a combat speed/initiative order à la HoMM?[/quote] The only thing I remember reading is Frogboy likening it to MoM's "style" (note I realize groups and damages and etc worked different in MoM). Other than that, who knows. Maybe they're not fans of an initiative based system in general?