The Unit Juggernaut has the Trog Race prerequisite. The tech that unlocks them however has a Great Axes trait prerequisite. You thus need both to unlock juggernauts.
DsRaider
If you max prestige at the start through sovereign leveling and civics techs research goes much faster. I don't have any problem with monsters, they seem easy on hard to me.
Tech progression is kinda off kilter with the rest of FE pace wise so it would be very hard to time any sort non tech requirement like magic level. Basically however the defense and to a lesser degree attack on the bound elemental needs to be more competitive late game. I'm thinking that as they level they need to have much higher increases in non-hp stats, especially defense. You could also have magic techs that boost their summoned level. Another idea is to have different bound
In my game they continue to summon more monsters as well. Maybe it is a bug that has something to do with their ability? My main problem with the summoned monsters is not that they are weak, they are tough enough considering how fast you get them, it is that chainmail basically makes them obsolete. Since Roseln now doesn't even get chain or plate mail they get hammered late game. They trade the ability to produce tough late game units for some nice early game units... It's fin
Henchmen are unlocked by the Heroic trait so you shouldn't be able to build them without it.
It seems to be a good update so far. I am playing on hard and all the AIs are outpacing me easily, I guess not constantly committing suicide makes a big difference. The new fallen terrain is much grittier and I think it adds deeper atmosphere. The new faction abilities are cool as well. I will have to play some more before I can really talk about it in depth.
Huh Kraxis now has 3 traits: Defensive, 1-Hand Spears, and Betrayers. This means they have more points then the other teams.
[quote who="Glazunov1" reply="19" id="3160837"]I'm still seeing .915. That's after refreshing my window, by the way.[/quote] Which is the new one....
Indeed you could always cast freeze or tremor and then spam fire pillar. Not to mention all those end game army eating spells like firestorm.
[quote who="Michael_Zett" reply="114" id="3160247"]Did you consider scaling other values like city production, research, unit minimum build turns with the map size?[/quote] Not sure but I think prestige scales with map size.
Updated.
[quote who="Alstein" reply="87" id="3157240"]Broken loyalties as is, sounds like it will either be too strong, or the influenced requirement will be so great that it's useless. Going to be near-impossible to balance. Maybe enemy influence should factor in, so playing Krax you know you have to get influence yourself?[/quote] Compare it to Curgen's Volcano, where you just destroy a city. If it has a range and a cast time it will be fine, it it can be cast anywhere in 1 t
[quote who="b_rad136" reply="3" id="3158754"]Perhaps. The way the fertility/production mechanic works as is, does kinda inhibit this, I suppose.[/quote] It is quite possible to mod in new ZoC art for factions. In no way does the fertility system prevent this. You can make a factions ZoC look like anything you want.
[quote who="Murteas" reply="26" id="3158369"]Could be fixed with a few maintenance spells that slow down the movement of enemies when they enter your territory. If you want to have roads, then you can decide if you want to manage the spells to slow enemies down. That or put a few scouts on the road leading to your city.[/quote] Those exist, they are called freeze and tremor. The problem is that since ZoC is so small and movement so fast on roads the enemy can penetrate your ZoC and at
Realism aside would taking away movement bonuses for roads in enemy territory really slow things down? Territory is really only 1-4 spaces, that's 1 or 2 turns. Would that actually help? Most enemy roads you use aren't actually in enemy ZoC, they are between them. The economics treaty road will certainly be 90% in neutral territory.
This seems like too simple a change to do much good to me. Your territory is usually 1-3 tiles so it might not help much. Also it would be annoying to be able to move as fast on normal terrain as on roads. Well I agree this is a problem more thought needs to be given to solutions. Maybe you could use outposts to guard roads or implement siege times.
[quote who="kku" reply="25" id="3156796"]How would you compare this book to the "A Song of Fire and Ice" series?[/quote] Well Way of King's has a much larger fantasy element then A Song of Ice and Fire. It doesn't take place in historical earth setting or even really an earth setting at all. It takes place on a much more desolate planet that is constantly wracked by super storms. The people there have medieval tech and societies but their cultures are much different. Magic als
We need some tactical only summons, so that summoners have something to do in combat.
[quote who="UmbralAngel" reply="4" id="3156212"]Raymond E Feist. I suggest starting with Magician: Apprentice/Master. He is my favorite author by far. Also Devid Edding's Belgariad is pretty good. Terry Goodkind has a series called the Sword of Truth. I like it more than the Wheel of Time but at the same time I was disappointed by the later books. [/quote] I never really liked Raymond E Feist's books. They always felt lacking, like something important wa
I love both the new content and the balance fixes. Here is a link to a post I made about some bugs and obvious balance issues.
Wow this patch looks amazing. [e digicons]\o/[/e] It will be interesting to see how the no armor trait works out... Since in my experience nothing beats well armored troops.
Couldn't agree more with 1,2, and 5. Why don't they just spawn spiders from lairs like every other monster? I don't think food resources need to boost the food production of tiles around them. It is unnecessary.
Faction Traits Dogs of War: Units are produced 20% faster. Grants the Mercenary unit trait. Frail: Units have -2 starting hp and -1 hp per level. Indulgent: Units are produced 30% slower. Gluttony: Cities can hold 15% less population. Unit Traits : Mercenary: Unit gains +1 level and is produced 45% faster but costs double wages.
Well since Stardock has said they are not going to re-add Umber I decided to play around with changing their looks a bit. Right now they seem to be too similar to Trogs. I decided to give the Urxen race a Beastmen look because it fits them and is very different from the more Orcish Trogs. To do this I gave them some beards and horns. I also changed their skin color to a browner shade. The newest version of this mod adds a completely new race instead of editing the existing Urxen race.
[quote who="cparkin01" reply="101" id="3153359"]How come when I conquer an area and kill the defending drake(s) at the map location the drake nest disappears and I don't get to build any drakes? I liked them, just thought new drakes should start at level 1 or 2 not 11...[/quote] Unless you were playing as Umber that was a bug. The Serpents Pact trait is what allows you to get Drakes.