1) When a city gets attacked twice in one turn, sometimes it will lack all its militia defense the second time around. 2) The game is misinterpreting pathfinding around long rivers. If I am next to a river, and want to go to a tile that is just across the river, most of the time the pathfinder will take me around the whole river. 3) The fact that lots of really strong enemies have Sweep and don't use it in combat (dragons). 4) Missing Metal can cripple the AI compl
Heavenfall
Correct.
Other than the obvious - give every faction of your race a special faction trait - I can't really help you.
Their strategic health regen is normal, I think.
You can give items from spells with GiveItem BookOfExperience1 </Gam
Travel, I say! I love doing it with my family, and it's the one thing I wish I could do more. If you take friday off, leave thursday evening, and fly home sunday night you can get 3 full days out of a weekend.
Yeah, what's already being used.
The code that turns cities into their specialization is in CoreAbilities.xml I'm not sure how to do what you want for the second question. In addition to the special cityhubs for each type an extra building is also added, like "Fortress" if you select Fortress. I suppose you could make those (Fortress/Conclave/Town) buildable in any level 2 town and also make them mutually exclusive. However, this leaves you with the problem of having all the previous type-specific improvements st
What is the difference between deleting it and hiding it?
Yes, the AI can and will use AI designs that you make for specific factions.
It's totally different from those games so impossible to say. It's a great game if you like tactical turn-based games.
The Altarian race is named Men in-game, although I personally also consider all these races to be human: Mancers, Ironeers, Amarians, Tarthans, Krax.
Most likely my bug, I have an idea what it is. I'll check it out.
[quote]Pioneers now cost 75 gildar to produce[/quote] I still think this is a bad idea. Both Gold and Pioneers are primarily limited in the early game. But there are two unbalancing factors for this - the Wealthy trait, now worth 6 cities, and all the magical items you find in the world that should NOT primarily be a source of gold income (they will become that now - sell my sword to found a city? Not a difficult choice...). If you simply make a pioneer cost 30 population to b
Glad you both made it out of there! Keep an eye out for any sickness and go to the doctor, don't want to catch pneumonia or something.
Went a bit off-topic there. GPG is a top-notch dev and I can't wait to see what they have up their sleeve next. After the disappointment of seeing Sins of a Dragon Age cut its only unique feature, I am ready to be excited for a far-off game again.
It also lacked a huge amount of features core to moba games, such as recipes and special map monsters to kill for buffs. The places you could jungle were extremely limited because of map design and the areas in between being practically empty of stuff. But we did get some capture the flag. For the record, I was active in the open beta of Demigod and I played it when it was released. As far as I can tell, the judgement expressed against Stardock is extremely accurate. The netcode didn&
No, you should definitely not get Elemental: War of Magic. It is barely an average game. You should get Fallen Enchantress (if you are interested in 4x TBS games with a fantasy twist). It is much better, and you can customize units although here your choices result in direct graphical differences (metal breastplate selected = unit wears metal breastplate). You have a few choices that are visual only (clothes like cloaks, hairstyles with no stat difference), but for the most part each
ElementalEarthShard01 instead as seen in CoreShards.xml
If you open unit details for a target it will say "Race: Beast" for those you can target with it. Similar other types exist for Dragons, Elementals and some others which also have special abilities you can use on them.
This doesn't seem like a political thread.
6) They intentionally expire at end of combat. It would be no problem to keep the unitstats after combat, just remove the .
Regardless it will be seriously interesting to see what goes where. So many great franchises, yet so much in debt for some silly licenses.
6) You can use them in a few different ways. The first way is to provide new attack and defense values. For example Stormworld has Arcane attack, which is defended by Spell Resist. The second way is to use it as markers, like I do, for a "demon" or something. This allows you to do special things to those marked with that unitstat, from abilities and spells ("spell deals X extra damage if target is demon"). You can also use unitstats as a way to unlock spells, or limit what traits units gain a