[quote who="escl" reply="1" id="3273188"]Surrendered sovereigns also do not appear in the enchantments list (clicking on the mana tab at the top), so you cannot toggle off their active enchantments to save mana.[/quote] Confirmed. Enchantments that I cast on Procipinee after she surrendered do show up, but not any of the ones she already had. Luckily, she still has her crown, so they aren't costing me anything.
the_rats
I believe you can snake to another forest tile, if you have one available, and still build the logging camp as long as the original city tile was adjacent to a forest. I do agree with your complaint though, accidental placement of the top building is very common and very annoying.
After entering/exiting a city, however, her portrait did appear in the tree.
The first time I met Kulan, he quoted me over 1000 gold pieces, but after establishing the adventurers' guild and returning to him, he was silent. Ended up costing me a bit over 750, as expected.
This has been reported before, but I have evidence demonstrating exactly how bad it can get. After capturing an enemy city, occasionally one or two of my units are left outside of the city, out in the open and with no moves, asking to be picked off by reinforcing enemy troops and wandering monsters. After capturing Tenfell, however, every single one of my surviving units ended up as a separate stack outside the city . <img src="https://dl.dropbox.com/s/gmocp1z6ys9
[quote who="Tuidjy" reply="2" id="3273096"]Of course, this is far from the first time this suggestion has been made.[/quote] Indeed, I don't claim originality. I am pretty sure I read something similar on these very forums a while back. However, I decided to resurrect it in light of my most recent game experience, now that monster discrimination against the player has been addressed, and their aggressiveness balanced. Specifically, I'd like to see this evaluated as a m
Playthrough on challenging/challenging, as Magnar. AI was severely gimped by losing multiple cities to wandering monsters. Background: In the early game, I was able to snag a prime fortress spot from Verga without a fight after a couple of ophidians stomped all over the city he settled there. Verga also accidentally unleashed a nearby forest drake, but luckily for me it headed in the opposite direction, likely destroying more Yithril cities in
[quote who="Heavenfall" reply="541" id="3272090"]Just copy-paste the xml for them into a new file and you're golden. They have references to frostgiant unitstats but that won't affect you. /Stormworld_Shared/Reliquary_OVERWRITE_corespells.xml[/quote] Ah, easy! I wasn't sure if there were any other things that would break. I'll nuke the frostgiant references, for completeness.
@Heavenfall: any chance you could split your shrink/grow/giantform changes out into a separate file? I'd love to have those in vanilla until they are fixed through official channels.
Critical damage multiplier would be nice, too :) https://forums.elementalgame.com/423625
Evoker I/II/III are collapsed into one icon on the unit detail screen, and only show the tooltip for Evoker III. This makes it particularly hard to calculate total spell damage; I think they stack, but I don't remember the bonus from I and II. While we are here, why do I have to calculate it at all? Spell damage multiplier should be listed among the stats on the right, next to spell resist and mastery. <img src="https://dl.dropbox.com/s/i93tg5lhmdd3ct9/Falle
[quote who="Leo in WI" reply="15" id="3269387"]"Immbolized for 2 turns (including current turn)"[/quote] [quote who="Derek Paxton" reply="17" id="3269425"]Im going to increase it to 3 seasons and put the qualifier Leo suggested on it so it makes it more understanable.[/quote] Seems the problem isn't turn order, but rather the point at which the spell duration is checked/decremented. As long as the spell immobilises for "next two turns", it shouldn't matter what the ord
[quote who="parrottmath" reply="9" id="3267566"]But the symbol of a questionmark doesn't quite fit rebels.[/quote] The question mark seems to be Ability_Uneducated_Icon. There is also Ability_Rebels_Icon, with crossed pitchforks, that isn't being used for some reason.
[quote who="Heavenfall" reply="1" id="3268380"]It is for Mass Curse only.[/quote] Thanks for tracking it down. I've updated the post title.
This slag had a perfect setup for a sweep, but chose not to use it.
The text layout is broken, and it is missing the quest difficulty rating.
[quote who="Tuidjy" reply="8" id="3268001"]There's one: slightly less growth in your remaining cities.[/quote] Ah, indeed, I forgot about prestige. The limiting factor for growth is much more likely to be food rather than prestige, though, so I hardly notice this effect. [quote who="sratner" reply="9" id="3268020"]There's another one, due to some weird way monsters and AIs get treated. [/quote] That's more like a bug rather than intended game mechanic.
Here is a suggested heuristic for deciding whether an effect is magical in nature: Direct damage spells/abilites are decided based on damage type. Elemental or arcane damage implies magic, physical damage implies non-magic. Thus, hurl boulder, crushing blow, deadly bite ignore magic immunity, while static blast does not, regardless of the implementation details. Non-damage spells/abilities are always considered magical. Is there a non-damage ability
[quote who="Chibiabos" reply="7" id="3267982"]Difficult to tell what's a special ability versus what's a spell[/quote] Exactly. How an effect is implemented internally by the game shouldn't determine the immunity check, since I have no way of knowing if something is a "spell" or an "ability" without digging through XML, nor do I care. Instead, immunity should be determined by flavour of the effect. Coal stones, despair, beguile are absolutely magic -> im
[quote who="willie sanderson" reply="3" id="3267858"]As well it should.[/quote] Of course, but only after five turns have elapsed. [quote who="Alstein" reply="6" id="3267871"]Perhaps one faction, either now or in future, should be able to break this rule though and raze instantly (maybe on capture only) as a suggestion.[/quote] Attila in CiV G+K has the ability to raze cities at double speed, which makes him a great choice for going on a rampage, since he doesn't g
Updated post to reflect the fact that this also applies to freeze , and persists in the latest version. With a five-turn cooldown on freeze , it is especially useless at buying time.
Is static blast not magic?
Verga captured one of my cities and razed it the very same turn, denying me the chance to re-capture or re-build it.