haven't noticed this mentioned in the change logs so I'm bumping this. Does this not happen for other people? I don't see this happen with every shortspear/shield pose, so as a temporary workaround, the devs may just want to change the default pose for Kraxis units that are affected by this so it's less likely people will notice it right off the bat. Then it can be fixed later since time is short now.
stein220
yeah, i don't want to rush, but we need time to validate that everything is in order before release. Think of what a disaster it would be if the game shipped and the pony wasn't there. think of the children.
i would also like to add [e digicons]:S[/e]
I found a minor typo in a description for a goodie hut; Name>Canvas Lean-to A canvas lean-yo stretches across..
[quote who="Tuidjy" reply="22" id="3249700"] And by the way, I believe that any rushed unit should acquire the 'poorly trained' trait, something like 10% penalty to experience. Forever. [/quote] alternatively, there could be a "poorly trained" weakness that you could give troops to cut down on production times.
Carrying a stick is one thing, swinging it properly is another story. and you can't just find a branch laying on the ground. you want a nice, thick wood and it needs to be carved right to get the weight distributed how you want. but yes, hopefully the militia build times are reduced a little. overall, though, I think I like the new concept of having to build them early.
"The dagger! It burns!"
if it's on the same turn, wouldn't this be like creating a diversion and attacking the city from different sides or a pincer attack? maybe this is a way to take well-defended cities? do we need a way to choose among defenders?
I'd say at the very least, dragons should guard some sweet tiles to settle so killing them nets you a nice city.
[quote who="Kongdej" reply="9" id="3248601"] The way I read it, might as well use the current cloak-ish concept, but anyways, a seperate magical armour line in the magic tree would be nice. I always hoped warfare and magic be seperated more, instead of the magic tree having upgraded warfare tech stuff. Sincerely ~ Kongdej[/quote] as an alternative to or in addition to magic/elemental resistance, magic leather/chain/scale whatever could grant other bonu
The "Scholars" trait seems to give +10% research on top of the Knowledge tech. The other tech traits should probably each give another bonus as well. [quote who="Supreme Shogun" reply="5" id="3248072"]Yes, the quest scrolls - unlimited xp and loot for 50 gold a pop. That's outrageously OP. [/quote] I had recently suggested different scrolls with varying levels of quests unlocked by different techs. If this were added or modded in,
If it isn't nerfed (which I would be ok with), then the Dark Wizard needs to be considered a Strong enemy, along with any quests where he appears. As I've said before about this, powerful enemies are fine but they need to be categorized properly if we're meant to trust the threat ratings.
this is probably good for my circadian rhythm as I have enough going on tonight.
1. Yes (at least where monster armies listed Medium or above are concerned because those can kill cities) 2. Mostly no, but sometimes you start near a big one. 3. Yes. I think we've all seen AI cities in Forest Drake breeding grounds. 4. Not often, sometimes. 5. It can if it puts a big enough dent in my empire. An earlier loss is harder to recover from than a later one. I will say this. If mon
[quote quoting="post"] *** Unreleased *** Added a pony [/quote] [e digicons]:pout:[/e]
I haven't had this happen to me in a while. Have you tried re-installing the latest full beta version, instead of just the update? I'm not sure if that's the solution but it may be worth a shot.
Personally, I don't get much work done when I'm reveling. I'm worried I'll wake up the next day and wonder what the hell I did.
[quote who="joeball123" reply="10" id="3247105"]I also support this. Though if you're going to make these changes, please also make the faction traits "Archers" and "No Ranged Weapons" mutually exclusive.[/quote] Same for the "No Armor" weakness and the "Masterwork Chainmail/Light Plate" traits.
concur.
So, I hadn't played much with quest maps as Altar before, but I noticed that they only spawn Strong-level quests. This is useless in the early game when you get the tech. Maybe different techs should unlock different levels of quest maps so you get cheaper, weak ones first and then stronger, more expensive ones later on. I imagine the Breon's Letters and Erog's Journal techs would fit this bill.
So, when the wildling asked me about the treasure map, I selected the "Take it with you" option because I didn't see the words in quotes. I thought that was what my character was supposed to do (take the map with him). I didn't realize I was telling the wildlings to take the map with them. The options should be more clearly laid out.
[quote who="parrottmath" reply="3" id="3246423"] He is weak, when you keep him from casting that spell [/quote] not sure how when he does it on his first or second turn and dodges everything.
Is Despair the spell that can instantly kill 2 L5 heroes and almost 3 entire squads of trained units? Because he did that to me the very first turn and he's listed as "Weak".
sure. i also shouldn't leave out the generic attack/defense buff spell rallying cries. battle cry should also be in the mix as well.