1. pathing, as mentioned already 2. yeah, the cursor does seem kind of "off" somrtimes, maybe it just needs to be angled differently? 3. insta-raze (i like the idea of a turn limit and think it should apply to monsters too. not sure if that's going into feature territory) since the city defender issue is rather contentious, i'll propose a solution, here, so as not to derail the topic at hand: <a href="https://forums.elementalgame.com/439263"
stein220
"When a city gets attacked twice in one turn, sometimes it will lack all its militia defense the second time around." - Heavenfall According to frogboy, this is by design, presumably to make it easier to capture heavily-defended cities? I would like to propose a solution for the devs, but obviously am soliciting feedback here: I'm not sure if it's possible, but what if you could choose which defenders fight a given battle? defend
some sort of notification when monsters destroy AI cities would help. it may just be a perception problem, but since new players still ask this question, more information would help people not get turned off by what they see as unduly unfair.
so far, I've just used it as a win button if i didn't feel like mopping up but have to see the victory screen. i don't try to rush it or use it if i'm in the middle of a war.
IN games where i don;t use a lot of unit enchantments or very many tactical spells, i can get to around 2000 mana late game on a medium map. i might have taken over many shards by then, but it's doable.
I've gotten the spider queen quest a couple of times. It has a chance of occurring around turn 100 and produces multiple stacks of Deadly spider armies. I changed the trigger in my own CoreRandomEvents.xml file because that is way, way too early for something like that to happen. Also, fwiw, when I control-U'd after one of the occurrences, the sp
maybe try verifying your file integrity from the steam client?
What new stamps have people seen, either in situ or with the editor?
did you land at a beach and try to exit your people like you would exit a city?
totally off the wall suggestion (not sure if this has been offered before): Get rid of the "Path of the Governor" but make it so you can turn any champion (and sov?) into a governor at any point (like after they are injured many times). Then they trade in their previous level-up perks for governor based ones. The higher level the champion, the better governor they will be. This would be a one-way transformation. They could then get xp from cities; it coul
thanks, I'll check it out. I was thinking there might be some already there because of the arctic wildland in the game.
this is a good mod. i like the eco map type, haven't tried lush yet. has anyone tried creating an arctic map type? I tried un-commenting the arctic maptypes in coremaps.xml and even making the arctic value 1 and the rest 0 for that type (with a couple other combinations as well). However, it doesn't seem to make maps with arctic tiles.
[quote who="Tuidjy" reply="7" id="3288891"]Are we going to have female henchmen now? Just make one of the three basic types female, and we can design from there...[/quote] like a shield maiden?
good suggestions here in this thread: I posted some suggestions here a while back for giving them abilities to help defend cities. https://forums.elementalgame.com/433493
feels like the times i have risked it I was making a choice between not settling or having a city destroyed before it really becomes useful, either way I end up with no city.
[quote who="sweatyboatman" reply="11" id="3282776"] The #1 basic strategy you need to learn is that you need to settle places that are near monsters. If you only settle "safe" spots, you will quickly find yourself boxed in and out-grown by the AI. The odds that a displaced monster will attack your city are miniscule. It's going to happen, but if you let the fear of losing a settlement to a monster prevent you from expanding you are going to have a really hard
this was actually a good necro. Frogboy, you may have gone to an alternate future that branched off from our timeline [e digicons]:grin:[/e] , likely due to a butterfly effect if you didn't hear about some calamatous, Kindle-destroying event during your trip. My mom gave me a Paperwhite for my birthday but said she would exchange it for a Kindle Fire if I wanted. I chose to stick with the dedicated e-reader to minimize distractions and
It would come up like a random event with a picture of sad refugees: "Refugees from [City name] in [Faction country name] have reported that a [monster name] attacked their city." With the complaints and counter-arguments that monsters are or aren't treating the AI differently, this would help us know if monsters are attacking the AI behind the Fog of War.
preview path would be nice
I think rapid deployment and continuous integration are the trends these days.
Frogboy stated that the expansion will change how champions work. Here's an idea to throw in the mix: give each champion a small quest in line with their backstory that triggers when the champion reaches a certain level. Then the sov and champ can go on the quest (and bring whoever else along),and when completed, the champion gets some nifty upgrade (traits, weapons, whatever). edit: still holding out for sieges.
I'd support adding henchwomen.
[quote who="athelasloraiel" reply="5" id="3275722"]hmm, how do I get them?[/quote] They're unlocked as part of the siege weapons tech in the warfare tree. Once you've researched them, you just "train" them like normal troops.
I didn't like it when I put the accent on the third last syllable - Procipe'nee. But I like it more when I accent the second, - Proci'penee (like Persephone)