On a second not about the AI. I noticed that when I was attacked I was in a position of relatively the same power and a hero which could have killed my militia decided to cast beserk and run away from my militia... I let him die down until my militia could attack him and get rid of him, but he could have easily attacked my militia and eliminated me with beserk.
parrottmath
I agree with Tuidjy that there needs to be appropriate ways to balance the problem. I do not agree with not stopping an exploit to get an advantage. Now, what is done here is the fact that shrink does not need to be nerfed and the salted pork doesn't need to be nerfed. Really the method pointed out here costed harmonius_<
Go to your options under advanced options select manual improvement placement.
You can move the camera still with the arrow keys. I use that to view the world around even with the big pop-up infront of me. Not ideal, but it's what I do to subvert this problem.
There should be an option that turns off whether monsters destroy cities or not. That would probably make the most people happy.
[quote who="Tuidjy" reply="3" id="3273139"]Now, if SNAKING were possible, this wouldn't be a problem at all as you can just EXTEND you city and build a lumbermill in a different location Actually, you can. Your city had a forest nearby on turn one, I assume, which means that you can build a logging camp on any forest tile you reach by snaking. But yes, it is a real PITA.[/quote] Nope... once you remove that the forest next to your city hub, you cannot s
I still think that they should count a radius around the city hub where you can build the lumber camp.
Nice... I agree with wanting to play with this game constantly.
I must say that there was a performance boost on my machine. So I think you made some progress on that front.
This is why I always build my lumbermill first so I never run into this problem. Build lumbermill then rearrange the que if necessary. This shouldn't be the case, but it is what it is...
Currently it is hard coded. There is a way to accomplish this feature by making special forest tiles to place lumber camps on these dense forest pockets and similarly to special river tiles...but alas this would be equivalent to dropping outposts on them.
You can, however mod the game to be able to place a city where ever you wanted to.
I have created another version of the waterfall. When the waterfall is down it looks very close to the original version of the waterfall. https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/Waterfall/version2/River_CliffEnd.xml Let me know which one you prefer. See the pics. <img src="https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/Waterfal
Either that or your troops were hungry.
I think they would like to see your debug.err file.
The character might have been put on explorer mode. Turn it off by pushing the explore button again. They need to add a highlight around something to show that it is on.
Champions and sovereigns count for these bonuses. If you have an army of more than 3 units the Tarth bonuses do not apply. The Urxen bonuses are if you have 5 or more in your army you get the bonuses (although I haven't confirmed this yet). The bonuses that they give you apply for each member of the group with that blood trait. Example with a group of firebands (3 units in the group) they have a total attack of 27 when with an army of 4 or more.
I think that the AI here should realize when it is powerful vs. the opponent. That move 1 square towards the player really helps you out. There should be a calculation in the dragons mind of damage potential and absorbtion. If that dragon closed the distance to begin with you would have had more difficulties. I think this is a good battle and a level 14 character facing a dragon did force you to lose quite a bit of supplies. Problem is that the AI moves too slowly for that first
They do seem artificial in some sense, but then again i've seen rivers that look similar to these in my days of camping and hiking. Not saying that they can't be improved though ;)
Each city must be at least 6 tiles apart. So for your 10 x 10 you could possibly settle 4 cities at the corners.
I'm 32 and a GC 1 crossover. Played AD&D
[quote]Giant Albino Spider[/quote] I have seen this in one of my games version 1.00
[quote who="Tohron" reply="160" id="3272140"]I meant a tactical map designer.[/quote] You can create tatical battle maps in there as well. Although it's a little more tricky. I would prefer a better interface for producing such tatical battle maps.
The developers have done a great job to make sure that there are no more floating waterfalls at the edge of cliffs, but using raise-land too close to a waterfall on an ocean tile can create a floating waterfall... see below Before... And now after <img src="https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/Waterfall/Waterfall%
[quote who="ComradePetrov" reply="7" id="3271955"] Quoting Lord Xia, reply 6Not sure why being able to raise sea levels is unbalancing to the game? I think it's too cheap spell. But maybe it's just a good alternative to cloud walk. Changed 1 post. [/quote] It's also a 3rd level earth spell. So, it takes awhile to get access to raise land and lower land spells. Many of us beta users have already had this discussion with