I could hope....
ElanaAhova
Clever, oliver. Plz keep me posted. I don't (generally) use mods. But yours sounds like one I would really like to use. Tnx...
Thanks gan....
I agree wholeheartedly with Anelyn above. What helps me is to think of the 'threat' level as a 'fuzzy' indicator of how challenging the MOB 'might' be in a worst case scenario vis-a-vie my group of hero(enes) and troops. And yes, the fuzzy mix makes the game more challenging and exciting. Sometimes its better to invest in initiative than in 'more' HPs or better armor. etc. etc. Enjoy the wonderful and wacky world of ....
I confirm this. When attempting to cast cloudwalk on a cleared and settled former wildland, the error message comes up that the tile is "occupied."
And magic chasms are, well, magical, and block flying.
Agreed , this needs to be addressed. Also wish the production queue showed up in the kingdom report of cities...so all cities can be adjusted from one screen....
I have noticed this ass well. It depends, in part, on the mix between your assets and the mob's. Some mobs are a pushover by some troops, but not by others... depends on the mix. Also, with things that maul, like bears, it depends (in the early game) on who has the first move. If the bear mauls to death your best unit...it hurts. If you whack first, well... bear steak time.
clever, very clever...
RIP....
observing
hey, nice avatar...
some have suggested building the tower of the witch, then mastery, then demolishing the witch. I have never doe it, but wonder if doing so delets the -9 diplo penalty?
[quote who="OliverFA_306" reply="1" id="3351185"] A refit option would be very nice. Instead of building a unit from zero, destroy the existing unit and discount 80% of its production value towards de new unit. In fact that's how IMHO Upgrades should work, no more insta-upgrade for a few Gildar. I mean... instantly change weapons it's ok, but instantly upgrade the number of troops isn't[/quote] yes. i agree. What I
Please create a way for already created units to go to a Fortress and receive upgraded training that was not available when the troop was first trained. For example: Player has several troops that have gained levels of experience, but newly trained units (because of upgrades in the fortress) get additional talents. Eventually, this makes veteran units so outdated - they have field experience, but can never get the new training available. Since we can name units, this w
Yes, in many games, when there seem to be over a certain number of units in the battle - some are placed 'offsides,' as you show above. I once had the nature giant off sides. Thankfully I had a ranged attack unit and slowly (excruciatingly slowly) whittled it down. I hope they fix this in the release.
Conan the destroyer? I skipped that one....never viewed it. Was cautioned by a friend. Every once in awhile, I do go and watch the first Conan movie again. It just grabs one, and then you are off on a wild, wild ride.
Yes, your kingdom for a horse!
I feel the MOB that is disturbed by a settlement established near them should have a 'tendency' to target the 'offending' settlement over other and above other settlements.
So, the roof top vacation became a 'view to a kill?' cool
In a related vein: Is there a way to set things up so income generating buildings produce some income even if slider is set to zero taxes? Its a pain to keep alternating between tax collecting and then zero to get production...
I'm not a code gal, but may I suggest, re: food for troops. What about having each unit (figures in unit) draw food each turn from a settlement (its 'home') rather than from a newly created global food for troops mechanism? Each troop initially feeds off a settlement chosen at its graduation from training. Player has option to move the unit to another settlement and then give the order that the settlement in which the unit currently resides becomes the new
turns refuse to progress occurs at seemingly, random times, not just when capturing Woodelves city. Yes, save-reload is workaround.
Another thought about 'bribing' MOBs who attack your settlement. Why not have a sentient ('human-like/bandits/maytrs/dark wizard') MOB declare, the turn before attacking, a demand for a payment (gold and food). If demand is paid, MOB moves away, into neutral territory, and then 'resets' to wandering. If MOB is monster (animal type), offer a bribe of food/pop. Result same as above. All units in 'successfully' bribed MOB gain a level