From imgur, [quote]Hey *****, We do not sell your uploaded pictures at all, nor do we claim copyright for them. However, just like any site, there may be an ad on the page where your image is. You are of course still free to use it commercially, or in any other way you want. All files are copyrighted © to their respective owners. Imgur directs full
Heavenfall
I'll have to remember that piece of software, I naturally assumed you guys just chopped it all together in maya.
Not as far as I know, live and learn.
Working as designed, probably. Usually it's WAI, working as intended. But yes, units get a hp bonus inside cities, and have for a very long time.
That's a fair point, traits will do nothing to make units appear more distinct. A unit's look should represent its abilities, not simply be a sheet of numbers from afar. I sure hope there's some fresh 3d stuff going on in FE.
I'm going to put some encounters like these in the artifact mod. We've talked about improvements to the event system, and hopefully Frogboy will listen and do some needed changes. DsRaider, there is also a mostly unexplored option of making monster-guarded goodiehuts in 1.2 and forward. They fixed a bug some time in the previous patches that makes guarded huts work flawlessly. In fact I've been using that to spawn monsters for events. My point is, if we want to populate th
In 1.2a, I think there are way too few world resources to populate the barren world. For example: http://i.imgur.com/Xaao5.jpg This not only makes the world a pretty boring place to explore, but it also causes the AI to never expand to new cities. I played a medium map with 4 enemy factions and 300 turns into the game I suddenly realize that the enemy only has one or two towns each.
Troops and champions do get a bonus while stationed in a city, but it's hard to tell if that is what is happening in your screenshots.
Sent a request to imgur for clarification. I know for a fact they're decent, but I also know that they use pics that become popular in the gallery, which they can make money off.
I disliked the underground in aow simply because it made it very hard to quickly assess the situation, often there were too many entrances to lend it any real strategic depth. If there's one or two entrances in your kingdom, that's one thing. But at 10, it stops being something you can simply guard and starts being something you absolutely have to capture (or the enemy has free reign in your kingdom).
Played a game using the following settings (on 1.2a elemental) 1) Local housing in effect, ie the housing room in a city represents the upper limit that particular city can employ citizens for buildings with 2) The repeatable buildings perpetually upgrade as your city grows (each city level adds 20% to the buildings) 3) The repeatable buildings are limited in number. A level 1 city can only build 1 of each, then 3 for level 2, 5 for level 3 and so on 4) Higher
It's not going to work with 1.2c, the beta patch of Elemental is very in-flux. This mod is only up-to-date for 1.2a, the non-beta of Elemental. When you extract the .zip to the mod folder, only the "submod" folders are optional. Make sure you have "use mods" turned on in-game. The easiest way to see if the mod is working is if you have 8 new sovereigns on the sovereign selection screen.
ExpandedFactions is up-to-date for 1.2a.
Well, there is still some meaning attached to that specific trait. I don't know exactly how strong 10 defense is, but it may be better to focus such targets with magic when they get below 50%, or save that ability that reduces defense for it, or other stuff. Really, we don't know enough about the combat system to say that it's either bad or good (bad = doesn't change how you fight it, good = changes how you fight it but doesn't break game).
I don't think such information is gathered anywhere.
[quote]Perhaps factions could start with some unique traits.[/quote] Yeah, based on the original post that seems likely to be the case.
I edited my post a bit.
I'm all with you that stats should be the core, the meat of it. But traits can do things that simple stat boosts can't do. Special circumstances. Uniqueness. Just some off the top of my head. Woodsman Trait: Unit pays no extra movement to move through woods Patroller Trait: Unit moves 25% faster on roads. Deep Forest Adventurer Trait: Unit moves 25% faster outside all zones of influence Lonewolf Trait: Unit moves 25% faster when in an army with 2 or les
I'm still hoping diablo 3 will see a 2011 release!
DLC helps pay for extra content. If you think the original product doesn't have enough, don't buy it. As a consumer, you simply do not have enough insight into the production to say what has been chopped from the original product, and what has been produced as content to stand on its own. There's DLC done right, and DLC done wrong. Vote with your wallet, buy what you want. Nothing else is going to matter.
LulzSec have never pretended to be moral, and they're certainly not "gamers" (you might as well call them "christian hackers" if they happen to be christian). Their mission is to cause as much chaos and mayhem as possible, "for the lulz". Sometimes, their targets are chosen on a political agenda, such as the Arizona police and PBS. There is evidence that they have attempted to black-mail low-profile websites. IF there is a problem with the police in an area, doing what they've
Sethai, I cannot express properly how much I disagree with you. Special traits SHOULD change how a unit fights or acts. These boosts to unit statistics that you suggest is exactly what makes E:wom stats such a boring and static system. Let there be a hundred different traits, and 3000 different combinations.
Frogboy said it would maybe start near end of July. I think it's going to take more time. The traits seem fun, I hope they're all interesting like Defenders and not just "unit has +1 attack". And it sounds VERY interesting to be able to pick more than one later in the game. Does leveling up units provide any sort of possibility to pick a new trait as reward for experience?
It's also a boost to building times for leveled cities. A problem now is you almost always build another city sp that you can max out your used pop faster with an extra building queue. With this solution, leveling up a city actually gives you a free increase, which makes it very desirable, particularly to level 3. The plan is to make this auto-upgrade happen for workshops, studies and arcane labs. The upgraded version of the study the library, will be removed. I don't even kno
They are supposed to go in different development directions, and that is the truth of it. Besides, the UI can absolutely not just be copied over, it would take significant efforts.