I was playing with Bannon Heighsley, who has the Command trait, and decided to use it on my militia. The result was that form that momento all the turns were Bannon's turns, and no other unit on the battlefield could move has he was always moving.
OliverFA_306
[code="xml"] Treasury Vault ... ResourceMultiplier <At
I see your point. Every time you reach the food limit (or growth gets slower) you queue a Pioneer and your population count gets down. I can think about two possible solutions. Either the pop cost is paid at the end of the production (instead of paying it at the begining) or total food is reduced during pioneer production.
Yes, the "super tiles" would not be intended for starting positions, but for wildlands. This gives an additional reason for clearing wildlands as a couple of days ago another poster complained that wildlands needed more incentives to clear them.
Count me too as one more of the legion saying that this beta is AWESOME. Sometimes it's easy to forget it's a beta and think it's a finished product! Congratulations Stardock! [e digicons]:thumbsup:[/e]
I think you can see the effects only during combat, in a spell that gets automatically casted and it's called "Noble legacy"
I support this suggestion. Moving this value to the XML would open a lot of possibilities. It could be placed in the map type, so more "barren" map types would have a lower value and "fertile" map types would have it higher.
[quote who="emmagine" reply="6" id="3332985"] I'll make a new One for LH[/quote] I see it. Great! [e digicons]:thumbsup:[/e]
[quote who="emmagine" reply="3" id="3332873"] Part of the problem is the cap on yield total. A tile can only have a total of 9 resources. So you might find a 4/3/2, or a 3/3/3, or a 2/4/3, etc. essence seems to be the first to sacrifice. Gone are the days of clearing a stamp to find that one glorious city location with 4/5/3. Join me in asking them to put this cap in the XML so it can be modded![/quote] And where is that request so we can join? ;)
I think the HoMM solution would work here. Instead of allowing all available traits to be choosen, force to choose among 3 or 4 randomly selected of the "choosable" ones. So if for example there are 8 traits your hero qualifies to choose, you will be limited to choose among 4 of them. That's a compromise between absolute random and boring unrandomness, allows you some degree of control but at the same time brings the fun of not fully knowing what traits you will be offe
I agree[quote who="Lord Reliant" reply="4" id="3332859"] More annoyingly... my second city's borders grew and grew, until eventually it hit upon a monster encampment about 4 squares from the starting spot (didn't even know it was there when I founded the city). This is an old UI-related issue I've had with WoM and FE. You can't tell when your borders will expand. At least if there was a visual indicator somewhere that told you when they might go up, you
It seems odd to gain combat abilities from governing a city, but isn't it weird to gain city governing abilities from being in the battlefield? If we accept the second case we should accept the first case too.
Yay!!!! :D
By the way, if you buy the AoW1+AoW2+AoW2:SM pack it comes with the original soundtrack which is really nice music to listen at any time!
Have you checked if there are spells with similar effects that you can look for inspiration?
If that was the case, it would explain some "ghost" bugs.
[quote who="Heavenfall" reply="1" id="3332318"] The ONLY exception to using one operator is when you use * or / and want to inverse the second value with a - ie Calc1 = 6 * -3[/quote] Has the - to be on the second operator? Can't it be [code="xml"]Calc1 = -6 * 3[/code] ?
It would be curious to see if the difficulty distribution has changed after those months. Challenging with Dense monsters too ;-)
Things that would probably make sense as DLC: - Monsters pack - NPCs / Heroes pack - Items pack (Including the combo artifacts mentioned) - Quests pack - Random events pack - Complex scenarios (in the style of HoMM) - Stamps/ wildlands pack A DLC could combine two or more of those items. Things that would probably be bad received as DLC (those belong more to an expansion): - New factions - New city b
That's a nice new spell. Well done! :)
[quote who="Illauna" reply="7" id="3330644"] oWell thought out.[/quote] thanks :-)
I believe that both approaches are fully compatible. Imagine that you get that new spell (or decide it's moment for a change of strategy) and from that moment you want to start using a spell. What would you do with the current system? Go pick the "new" spell and set it as favourite. With the dynamic system you could so the same and force that spell to become favourite. As you would continue using that spell, the dynamic system would keep the spell as a favourite. And if you don't use
To make it even better, quick slots should be dynamic. Instead of having to configure it, it would automatically feature the spells more used. So if a player starts using a spell often it will soon automatically appear in the quick slot by itself.
Hello, this suggestion was originated in the thread https://forums.elementalgame.com/440710 (Resource Carryover). That's the suggestion: Currently, when a city produces more than what is needed to finish the current building/unit, the rest is wasted. That produces waste or, if a player wants to avoid it, unwanted micromangement. So the proposal is to change that behaviour, according to city type_ - If the cit