tarth still has the bows, but for some reason, it's just not listed.
stein220
i noticed this for two-handed spears upgrading to two-handed axes as well.
the archers trait appears to be missing in the faction creator. There's a space at the bottom of the list so maybe another trait is missing too.
I get this as well.
[quote who="GFireflyE" reply="22" id="3332186"] um...about the combat that exists in the streets, what happens if there is a WALL around the city to keep pesky conquers out??? [/quote] Without a real siege/storm mechanic, this will likely not be resolved to everyone's satisfaction and the defense bonuses that in-game fortifications provide will have to stand in for this mechanic. Such as it is, I'd rather see units make their desperate, heroi
or at the very least, have more spots available when you beat the boss or whatever in imperium. it's a large area so even if you plop down one city too close, you'd still be able to put settle somewhere else.
what if instead of being ejected, you had x turns to leave, or the faction immediately declares war on you?
it looks good. i like the new hero leveling screen and the path-preview. making the city level-up screen look a little more like the hero leveling screen might be in order just to update the look, but I would say the unique buildings a type of city can build are its "perks" (however the icons for those buildings and the build-path could be displayed so new players know what a fortress does and what a conclave gets you and so on). and I'm pretty sure Frogboy was holding
If you think you should qualify, I assume [email protected] would be the place to go, or they can at least get you to the right place.
i know this is an old post but it's still present in 1.3. I built a city near Imperium before knowing what it was so I assume it's too close for me to complete the quest. There should be some sort of exception for wildlands that you have to settle for quests.
so about those Legendary Heroes videos?
it would be cool if each race/blood type had a preferred season and had their racial bonuses amplified (or get some other bonus) during that season. I could see Wraiths preferring the winter and Athicans prefering Spring, for example.
seeing snow on the ground in winter and fall colors on the leaves would be really cool, doesn't have to be dramatic.
[quote who="NorsemanViking" reply="5" id="3324809"] Spears and lances should be a great mounted unit killer, both on the offense and defense. I also like the malus suggiestions for city battles. But still something should be done to mounted archers as well. I think they should be really expensive due to how long time it takes to train a good mounted archer in real life (and due to overpowerfull they are in the game at the moment). Alternatively the arch
i just played this game for the first time in a while (just on normal) and the pace seems a little quicker and for me, more fun overall. I was going to fight Yithril just because (I was Tarth) but I had to act quickly to defeat Capitar who was building magic towers and then move my forces across the map to fight Resoln, also building towers. meanwhile yithril started attacking me again on my undefended flank. i haven't looked whether or not this is the case, but maybe "Y
sounds more like a mob of hungry refugees than an army
what if the adventurer trait just gave a huge discount, so the price could still increase a little? Also, i think I saw somewhere that pioneers now cost gold (haven't had a chance to play this update yet). if that's unpopular, what if they cost a combination of gold and population (e.g. 15/15 or some combination)?
maybe heavier armor should decrease initiative more. lighter troops could then move around better to get that good surround
I wonder if there could be a way to give the faction losing the city the choice of whether or not to destroy the tower (like a button on the battle report), depending on how confident they are of getting it back (e.g. ai could compare military ratings and if it was stronger by a certain amount, it wouldn't destroy the tower).
[quote who="Alstein" reply="216" id="3320087"] We're not getting Capitar/Urxen back? Looks like this may be a job for the modders. [/quote] Those 2 are still in there; you just have to make a custom sovereign for them. No modding required. I'm no modder and they show up in most of my games.
looking forward to this
Godd stuff, can't wait. I just hope Nosmia's still available as a champion and still riding her spider. The graphics look great (here and in other posts). Combat should be a lot more fun.
change the outpost graphic to a little hamlet or burgh so I feel like my population is going somewhere and make the land feel more organic (maybe I'll try that myself)
[quote who="Sanati" reply="2" id="3308334"]I believe that the issue was misunderstood. I think it was assumed they meant dead defenders weren't respawning for multiple attacks in one round, not that completely unharmed defenders vanish after the first attack. I really can't believe the later is intended, it allows players to completely bypass a city's defenses by simply summoning a cheap unit and sending them in alone first to die, then the real army can march in and only face the
[quote who="abob101" reply="1" id="3308331"]Not sure I get it, how would you (or the AI) know how many times you're going to be attacked in a turn thereby letting you make any kind of choice?[/quote] you wouldn't know ahead of time, so there is an element of risk if your city is surrounded. but you could choose to let some defenders hang back to be available for another attack.