[quote who="Darkchaser" reply="28" id="3167454"]Does anyone know if they are going to make use of naval resources in the final game? That sure would be nice...didn't work too well in WOM it seems, but I don't know...[/quote] It's one of those things they will probably release an unspecified time after the final version. They have said it won't be included upon release but they have vague plans for it.
DsRaider
[quote who="Poko8" reply="15" id="3167700"]seanw, have you tried modding in events? Are they even moddable? I'd be interested in helping if you wanted to try.[/quote] Well I'm not Seanw but I have looked at the event XML and you can mod them in. You can spawn monsters and apply spell effects from what I have seen. All the events I have suggested above where stuff I thought would be possible to add in via modding, although I am not 100% sure of the details.
Instead of totally getting rid of monster protection I would make it so that ZoC doesn't aggravate monsters and so that all units gain the trait that makes monsters less likely to attack them. That would be good but not so abusable. Your units wouldn't be 100% monster proof and the weaker wandereing monsters would still attack your improvements.
[quote who="joasoze" reply="4" id="3167487"]Binding (The shard demons) is NOT weak midgame. When your death demons have split till full size they will have 372 hitpoints mid game.[/quote] True that one specific monster isn't bad but they become a lot less useful once you get groups of 5 troops in chainmail. If you have plate then they are useless. [quote who="MiamiBigAL" reply="6" id="3167587"]The most logical way to deal with the imbalance is to make the OP abilities more
It would spawn close to land.... [e digicons]:thumbsup:[/e]
We have officially ended the faction differentiation part of the beta, and I must say although we got a lot of good stuff I am a little disappointed. While the official races are somewhat balanced they didn't really balance the faction creator. Many traits are much much better then others but worth the same amount of points. In particular the tech and weapon traits need to have secondary abilities in order to compete
[quote who="seanw3" reply="10" id="3167349"]Earthquake should unearth shards as well![/quote] That could be its own event. Crystal Shift: All shard resources are destroyed. An equal number of new shards spawn around the map randomly.
Ice Age: Several locations become snow terrain and arctic monster lairs spawn. Lost Isle: A ancient island long lost to history rises from the ocean. Earthquake: Several areas of flat terrain becomes mountains and other mountains become flat terrain. Monsters rise from the depth of the earth and random improvements are destroyed in all cities. Woken Dragon: A Cumbercoil dragon spawns and wanders the world. Treasures of Heaven: A comet crashes to the earth
Indeed for some reason the Juggernaut tech has Great Axes as a prerequisite. Not the unit the tech that unlocks the unit.
[quote who="joasoze" reply="1" id="3165582"]I tried Veteran ability, but got no extra level when I produced the units.[/quote] Works for me.
I think the best solution is to just have monsters that are guarding lairs that come under ZoC home in on and target the source of that ZoC and then return home. Then there would be no stupid situations where the AI unleashes a Drake out somewhere in the FoW and it walks across half the map to eat a few of my cities. The current system is just way to random. You can't have dragons wandering around early game killing entire cities and salting the earth they stand on. The weaker wan
[quote who="Kalin" reply="6" id="3165430"]The reason you'd want a race type is that you can then redefine the base units, and thus change the blood bonuses as well as define any special units (this is why altar's henchmen don't show up for non-altarian heroic races). You can definitely change the skin color in the faction file alone, but you'd have to use an existing race and take everything they have to offer.[/quote] OK sorry, that should work but it would still be m
[quote who="Kalin" reply="3" id="3165337"]You should probably make your own race type if you do this. You can see what you need to do in: CoreRaceTypes.xml Put it in a separate file, and link it to your faction. Once you define your own race type, you'll probably need to do the units for it (militias and basic designs) as well. That is, unless you're fine with using some existing ones.[/quote] <stron
[quote who="Frogboy" reply="11" id="3164612"]I miss sprites. You want a halfling? No sweat. You want a lizard guy? Easy.[/quote] We do have clothmap.
[quote who="KingHobbit" reply="13" id="3164497"]I am also not a fan of the pace of play at the beginning. It doesn't feel like rebuilding an Empire as much as it is a race.[/quote] Exactly. Right now the first few turns are a race to pump out pioneers as fast as possible in order to claim land before the AI snatches it all up. Unlike most of players I don't think this would really be stopped by making pioneers more expensive, you would still have to rush them it would simply t
[quote who="MarvinKosh" reply="9" id="3164504"]It's called Jon Shafer's Game of Mystery and Suspense.[/quote] Indeed this thread here is the game! Aren't we having fun!
Also I thought wraiths were no longer considered Fallen? Their new description describes them as enchanted beings who are now neither Men nor Fallen.
I am pretty sure that defense is not multiplied per unit. A unit of 5 guys with 12 defense have 12 defense in total. Also one big attack is usually better then 5 small ones because defense is only applied to it once instead of 5 times.
From .915 log: [quote]+ Marginal tile yield tiles have been removed[/quote] Whatever that means.
The spiders are totally useless except to cast webs. Normal troops will destroy them.
Trolls, Juggernauts, Darklings. Basically the more monstrous Fallen.
Sometimes when I load a game units built the last turn disappear.
Cool info. Your math for potential seems off.
Caravans should still spawn between the capitals of factions with economics treaties. A clink is when a unit fails to penetrate armor but still does a single point of damage.
[quote who="lhetre" reply="7" id="3162278"]here must be instances in which hitting a unit leaves it 0.00001 life points, it shows 0 but it is not, looks like rounding down numbers is not done properly[/quote] Indeed this was a known bug that was supposed to be fixed a few patches ago, it must have reemerged.