[quote who="Cyreph" reply="11" id="3233038"]I downloaded the patch from the download section. When run it said I am on the most current version of the game. Tried the game and no market too.[/quote] You will have too wait for the next patch for a fix. Derek just means it will be fixed in the next patch.
DsRaider
[quote who="Derek Paxton" reply="6" id="3232988"]I didnt want to check in lower hit points and an armor nerf in the same patch. But I am running with a base 6 hp +3 per level right now (instead of 4 + 4 per level). And I may play with +2 per level depending on how this turns out.[/quote] Very good to hear. This has always bugged me. High hp from levels makes it too easy to steamroll the AI with a single stack.
I'm pretty sure the reason for the 3 turn minimum is to balance early game things versus late game ones, not to balance high production cities. Without it you could build pretty much all the early game buildings in a single turn late game, and this would hurt city differentiation. It would also allow you to spam endless amounts of early game units.
Lots of cool stuff here. Was hoping essence would be nerfed not made even more powerful though. Also no new terrain?
I would want to see some in-game footage or at least more info on game mechanics before I sign up.
I'm pretty sure it's the distance they spawn from the lair. So the -1 means anywhere on the map.
Not this again.
I played a lot of Supreme Commander I and II. I liked both those games because they moved away from the click and micro fest of basically all other RTS games. I prefer my RTSs to actually be about strategy. That said both 1 and 2 had a lot of persistant balance problems that prevented the games from being too strategic, like the balance of basic extracters versus upgraded ones and converters. Plus arty dodging really annoyed me. Hopefully this game features better core balance.
[quote who="Lord Reliant" reply="5" id="3227178"]However, our carrots got eaten up, and the lettuce we planted was too bitter to eat, so that go scrapped. We did have a great crop of cucumbers and tomatoes.[/quote] Pretty much the same here. We also grow strawberries, which turned out just fine here in Southern Ontario. Can't say there is really a trick to it... Just make sure to weed and water them. We also surround our plants with straw to cut back on weeds and protect the berri
3/3/2 because 2 essence is 4 times as good as 1 and when you get an oracle or Scrying Pool it becomes 9 times as good. Also you can directly boost grain by essence so your starting grain doesn't matter if you have essence.
Magic victory right now is just a generic civilization or wonder win. It really is what you do if your winning but can't be bothered to try and conquer the other players. All you do is get a certain amount of tech and then wait to build a bunch of buildings, and then cast a spell which is just even more waiting. That's really really boring. Magic victory should be spiced up and made much more competitive and riveting. To do this I would suggest adding a global non-additive res
[quote]I'm a bit confused; I frequently see caravans moving (even some of them own by me) but I have no clue how to build them. ??[/quote] Economic Treaties create roads and caravans between Capital cities. [quote]I also haven't been able to figure out how to build roads. I see the [ROAD] option on pioneer and I click it and a circle forms but I don't see how to actually complete the road with an end point... ??[/quote] The Trade tech creates roads between
[quote who="seanw3" reply="21" id="3225101"]What about a special spear for the amphibious trait? Something with higher damage and armor penetration instead of boar spear and pike. [/quote] That could work, to bad there isn't a trident model laying around. Some ideas I have come up with are: -A spell to convert swamp to fertile land. -A special food and growth improvement that can only be built on swamps called a spawning pool. -Improved Piers
Updated to v0.935. -Replaced the old style icons with new style ones, see above. -Also added the Ancient Scroll to Archeology. I have been experimenting with adding an Amphibious ability but don't think it's worth adding yet. Right now it increases movement in rivers and swamps and adds a skath mount, which replaces wargs. I am having trouble coming up with something else to make it complete. Was thinking of adding a building that can only be bui
I'm guessing hes just showing off showing off the new tactical map. However if they are adding dungeons instead of having huge multi room things that take forever I would rather just have locations that can be visited multiple times for random encounters. That way even into Act III you could continue to fight monsters and gain loot. Of course to prevent farming you could add a cooldown or random negative events that kill a unit or something. That way no matter how advanced the game got th
Are you using Unitclass to make the summoned unit a champion? Unit <Att
You should win because you are winning not because a certain amount of time has passed. The same goes with conquest, if you are good enough to get an early conquest victory you shouldn't be artificially limited by tech. This is why the current system is so boring. Magic victory is nothing but a tech victory you get for playing up to a certain point. Rather it should actually require that on some level the player be winning. It should take time because you have to compete with other player
I totally disagree. I find that currently conquest is usually easier to get then either of these victories. If anything the other victory conditions should be made sooner but more competitive. Right now the other victory conditions feel like things you do if you are too bored to go for conquest. The quest victory is all right because it makes you explore the world and fight tough monsters to win. The first quest could be easier and then they should get harder so it feels like somethin
I can't seem to figure out how quest maps work and how it knows which quests to spawn. I am looking at ways to create a a custom quest tied to a faction trait. So only the faction with the trait can do the quest. I don't know a lot about how quests work so any help would be appreciated.
Updated for v0.952. Actually removed Companion Wolves because with Familiars and Shadow Wolves we already have more then enough wolves. Hmm I would really like to hear any good ideas people have.
[quote]Lairs: +Monsters from a given Lair form armies and protect their territory +Lairs of the same type spawn near each other +Wildlands, if disturbed, may devastate nearby cities and outposts [/quote] How did you accomplish this?
[quote who="DGB246" reply="16" id="3219494"] On ridiculous setting pretty much all the monsters become tough as they get such huge hp advantages and they make sure to use their special attacks at every opportunity - one battle that really sprung to mind was when my sov soloed a haunter with the curse of cyndrum skill - this monster was seriously tough with the extra hps and would have beaten my sov except that he was immune to poison, nevertheless the battle was in a total stalemate as both m
This looks very cool, you have obviously been paying attention to modders. It will certainly make total conversion easier.
Like: 1. Lore, it's deep and interesting. 2. Customization and Moddibility, you get to write your own story. 3. The whole concept Dislike: 1. Pacing. All the fun stuff happens early game and a lot of things don't scale over time well. 2. The unit design system is really awkward and units don't upgrade easily or cleanly. 3. Lack of terrain variety. Once you have explored around your start it gets boring b
[quote who="Kongdej" reply="2" id="3218999"]Counter: I don't like that you are taking away the swords special ability in this trait, I would quickly use this on almost everyone of my characters and then I can happily ignore using swords since now they don't have anything special [/quote] Well it would be balanced by cost and the fact that you have to give up a slot you could be using for something else. Also you could still use it with swords because you would simply get 2 cou