We already have a Quick-Save [ctrl-S], can we please have a Quick-Load? Better yet, make the keybindings the same as every other game, F5 for Quick-Save and F9 for Quick-Load. While on the subject of keybindings, please add an option screen so players can define their own keybindings.
ampoliros5
My first game with the new 0.85 patch on the Anthys map and absolutely no essence in sight. This is unacceptable! Your capital should have essence. In general I don't understand why there is so little essence on maps already - this is supposed to be a fantasy game in a highly magical world after all.
[quote who="parrottmath" reply="36" id="3349399"] Quoting ampoliros5, reply 35 Here's the fix that should be implemented: 1. When you attack a city and win your army moves into the city. The game mechanic already exists. Simply have the attacker take the square moved into - period. 2. Leave the one attack per turn. 3. Combat does not alter how many movement points are used up. You need whatever movement
As I understand it, RoadLevelDefs.xml is for the caravans only. The more trips caravans make the higher the road level for trade profit only. My ideas for roads. I dusted off MoM and rediscovered their engineers. Not every race gets them (but then if you conquer a race that build engineers, you can build that engineer). I don't think roads cost maintenance, they certainly don't cost to build. But they take LOTS of time to build.
Here's the fix that should be implemented: 1. When you attack a city and win your army moves into the city. The game mechanic already exists. Simply have the attacker take the square moved into - period. 2. Leave the one attack per turn. 3. Combat does not alter how many movement points are used up. You need whatever movement points the terrain would require. 4. Do not allow more than 9 individual units/champions to
[quote who="parrottmath" reply="1" id="3346172"] You can make your own faction and define a new race and prevent that race from having the ability to train pioneer units.[/quote] Can you do this with the vanilla tools? or is there a Mod for this? or do we get dirty in the XML?
Thanks, parrottmath, +1 karma. So do I really need to copy the entire CoreSpells.xml? or can I create a file called OverrideSpells.xml with just the spells I've modded? Also, apparently my guess about the "chance to not be dazed" was wrong. I looked at the context of where I copied Daze from and SD had Value=100. Other Value=100 items there were % chances. In my play testing I think I saw exactly once where a unit was not dazed, although now I'm not so
OK, I went back to the original quest location. First when it "awarded" the Blade to me it now required level 18 when I had been equipping it all along. Also - and more importantly, the game deleted the Assassin's Blade from my inventory.
This picture shows some 4/3/3 city locations which would have been best for Gilden, but the AI build on the 4/3/1 and the 3/3/2 my stack currently is on. (The Capitar outpost to the South did not exist when Gilden build his cities.) Why is the AI not choosing the highest yield (or even one off of highest) for its cities???
This quest did not end after I finished it. I got the Quest Reward - "Have the Assassin's Blade" after killing all the people it asked me to, but the quest is still showing up in my HUD. I'm not sure if I got XP for it or not.
[quote who="animageous" reply="13" id="3345352"] Oh, an upkeep cost, I like this. Good suggestion! Like many things, upkeep costs stop spamming. [/quote] Upkeep for mounts is too complex (especially if you get the skath/pony/spider mounts). The better way is to limit how fast you earn them.
[e digicons]k1[/e] I never take Guard myself. If a hero comes with Guard, I'll use it if he has nothing better to do, but Guard as implemented now is nearly useless. I would favor the suggestion of making the effect stay until the caster's next turn. Also grow the effect area beyond the arc of 3.
[quote who="animageous" reply="1" id="3345333"] the Mancer ability to BUILD ROADS, currently the most overpowered ability that exists, in my opinion.[/quote] One way to balance road building is to make building a road in one square take the whole turn (and possibly also costing a gold or 2). Building 3 road segments in one turn is rather silly.
[quote who="Heavenfall" reply="2" id="3345572"] I'd rather have something that scales, so they can start out weak and grow stronger over time (instead of the opposite). But that's just my opinion. Although the fact that we'd be getting free defense isn't great, it's a simple solution to the problem. Another solution could be monster-specific traits that give them +defense. So we'd have the option of growing that in them.[/quote] Yes. Play
[quote who="TheBirthdayParty" reply="2" id="3345619"] Where can you bring up the advancement tree?[/quote] Character Details screen, Traits tab.
He's got Coal Stones, which is not useless.
[quote who="Alstein" reply="10" id="3345001"] End game, main point of my heroes is spells such as haste/slow/heal, commanders for command, and unrest reducers. That's it. There's no point in bothering with warrior or assassin tree period, or really even defender. [/quote] And that's unfortunate!!! Too many people agree with you. Heroes should NEVER be pointless!
While we're talking about conquered cities... The -50% unrest for a conquered city... If you have owned the city for say 15 turns, so now the penalty is -40% and the original owner takes it back. He should now have a -10% penalty that he has to work off. And when you take the city back you shouldn't have to deal with the entire -50% all over again, just the amount that is remaining plus whatever it slid back while the enemy had it again. &nb
I just conquered a city and the game gave me ownership of it, but my army is not occupying the city - it is standing in the spot it was before battle. Now I'm going to have to conquer it again next turn because there are 3 enemy stacks outside the city walls. Stardock, please, please remove the lunacy of combat ending a stacks entire turn. I'm more than OK with a 1 combat per turn limit for my armies, but don't end the armies turn if there are movement points l
[quote who="Azunai_" reply="7" id="3344947"] if they are high level warriors, they can still compete with a company of trained units (or more...),[/quote] And that's all I'm asking for personally... I'm not asking for Torin the Chosen One, just heroes that can hold their own. We're not quite there yet.
https://forums.elementalgame.com/443063/page/1/ Schnorkde has Tactical UI suggestions that I +1
[quote quoting="post"] I am of the opinion that either the number of horses/wargs you get per turn should be decreased or their cost for trained units should be increased. Currently, if you build even a single stables, you will have so many horses that by turn 100 you won't even care anymore about your horse number (and you can trade them to AI without a source of horses for absurd amounts of money). No other resource is like this - crystal is in dire supply almost all the time, and
[quote who="Nichtganz" reply="5" id="3344914"] Quoting animageous, reply 4 Quoting Azunai_, reply 3by that time, trained armies are a lot more powerful than champions\ Alas that this is how the game should end up, that your mighty heroes get so outclassed by your normal units in the lategame that they're not even worth considering! I disagree in every sense of the word, heroes should scale to late game.[/quote] Exactly. And in th
[quote who="Alstein" reply="7" id="3344767"] I don't like limiting classes to certain armor. Better idea would be to increase the init penalties, but give warriors and defenders an init bonus for wearing the armor.[/quote] +1 I do like this suggestion much better. Leather Armor pieces can give -1 Initiative Chain Armor pieces can give -4 Initiative Plate Armor pieces can give -6 Initiative For Heroes: <
When I first got First Aid - probably level 4, it worked. On the combat that leveled the hero from level 6 to level 7 First Aid was healing 0, it even said Heals Target by 0 in the tooltip.