New mount bonuses, can use same graphics but with different colors: Red horse/warg: +1 fire damage to unit's attack Blue horse/warg: +1 water damage to unit's attack Orange horse/warg: +1 air damage to unit's attack Green horse/warg: +1 earth damage to unit's attack
sleem
Nice. Awesome improvements to an already awesome game. Can't wait to play it.
Well, it certainly makes it more difficult to plan out a more precise strategy for the players on the map. The map I'm making right now is primarily a multiplayer map, and I want to be able to use resources to loosely guide the player towards where I'd like the mid-late game action to take place. I can still do this with random spawning, but I'd prefer this map in particular to be fundamentally the same every time it is played.
Does anyone know why this is or how to fix it? Is it possible to disable random things on your custom map? If not, then I can design around this limitation, but if possible I'd really like to disable it. Thank you.
Wicked logo.
Hello, I've made a map in Cartographer, but when I play it, there are all kinds of random spawns of resources and NPCs. I tried to cleverly place resources and NPCs directly into the map so that it would be more balanced for each faction... Does anyone know if there is a way to turn this off? For example, I put a fertile land and a gold mine next to each starting point, but when I started the game, it added another fertile land and gold mine right near the starting point, and
[quote who="buchecker" reply="4" id="2762678"] Research the tech that gives 2 food sources before founding another city. That will spawn em right next to your capital. Maybe you also had a food source from the beginning. Now create caravans in every city you build after and send them to your capital only. Next try to recruit champions that increase food. Basically every new city now produces enough food in the capital to reach level 5 by just sending another caravan there.[/quote] <
Actually that's another really good suggestion. Some kind of overlay that shows you how close you are to being unable to build due to being too close to another city. I built a city a couple of days ago and could only farm the gold mine, couldn't create anything else. I wish I would have known because I would have moved it a few tiles... Ended up razing it.
Ha! Nice. I refuse to pardon that pun. I wish the cartographer had a keyboard shortcut listing button inside of it. I haven't been able to find one anywhere, but it would be especially helpful if you could tap F1 or something and view some help files and keycuts.
Yep, that did it. Thank you.
Do I have to place one land mass tile at a time? Is there a way to select a huge area and just fill it with land? Thank you.
MageMatthew if you can spare a unit, have him escort the caravan, and then fortify that unit up at a midpoint in the caravan trail. I have no idea how someone can get their capital to make 300+ food. My food resources always seem to dwindle... Maybe I'm doing it wrong.
Yes, it's annoying. I prefer the Civilization Revolution method where the game will pop up a small menu asking you which object on that particular tile you'd like to view. In this case, you would click on that tile and a little dialog would ask, do you want to view the city or the caravan? Something like that. Thank you.
I have occasionally seen the animations be instant, but it seems like a bug. I would also suggest that there is an option for allied unit animations and enemy unit animations, because ideally I would like my animations to be instantaneous and the enemy animations to be 2x speed. Thank you.
So it is. I would recommend that they make the graphic a bit more noticeable, then. I completely missed it. Thanks kryo.
In the game I'm currently playing, when I speak to any other faction, all of the text shows up in a black font, which makes it impossible to read with the black background of the UI. I noticed that when I alt-tab and then re-enter the game, it fixes itself and shows up in the proper beige color. Thank you.
I would like the option to select all units of a certain type in a stack. For example, if I have my city selected and I have 10 peasants, I'd like to be able to shift-double-click one peasant and have it highlight all peasants available in that city tile. Similarly, if I have 10 peasants selected and I also wanted to select ten scouts in that tile, I could shift-double-click a scout and I would now have all 10 peasants and 10 scouts selected. Thank you.
Spell book: Base (i.e. available regardless of element) Spell level: 3 Spell cost: 2 mana Description: Allows the sovereign to create a magical encampment in a forest tile. This encampment will double health and mana regeneration rates for all units in the tile. If an enemy attacks a magical encampment, the encampment is destroyed and all friendly units in the tile have a penalty of -1 attack, -1 defense, and -.5 combat speed in the tactical battle. If the sovereign mo
Interesting proposals. I especially like the mana regen talent idea.
I would like to see the option to have a message alert the player when a building or unit has been produced. I think there is a sound that plays right now when a unit is trained, but a small message or dialog would be great. Alternatively, a VO line could help with the problem as well, but I'm not sure that you'd want to go that route since there isn't normally narration. Thank you.
I agree, and I would suggest two options. The first option would be to increase animation speeds so that the unit still moves around but does so much quicker (e.g. double animation speed). The second option would be to skip animations entirely and just have the units warp to tiles, and when casting a spell, you only get the effect on the enemy unit (e.g. the champion no longer raises their arms for lightning bolt, but instead you just see the lightning land on the enemy). Thank you.</
As it is now, I click Save Game, the Save Game UI comes up, and if I start typing, nothing happens. The cursor should start in the field for the name of the save game. That way, I would click Save Game, the Save Game UI comes up, and if I started typing, the name of my Save Game would start filling out. It would remove a click from the Save Game UI. Alternatively, if I clicked Save Game and the name of the save automatically defaulted to the name of my main sovereign with a date and t