The problem isn't that henchmen can get Tireless March. The problem is Tireless March stacks. Limit one Tireless March per army, problem solved. Just like with every other army-wide bonus.
Emperorjarin
[quote who="Malsqueek" reply="8" id="3164208"]Ahh... It is simultaneously less and more interesting. I shall amend the above comments appropriately.[/quote] I know right? Also, just noticed this: [quote] Stun: Lose your own action for a chance to force an enemy to lose theirs. Meh. [/quote] You don't lose a turn when you use it. I've had Stun on a few champs over the course of several games, and not once did they lose their turn using Stun. The only ability I
It's not intended, but I saw it happen with an AI sov in my own game as well.
It has 3 materials in your screenshot. They're just listed in the "Resources" area (right after horses) instead of the proper place. Still a bug, but a display bug.
I haven't taken a peek at the XML, but based on my in-game observations auto-defense is basically what you get when you tell your unit to pass its turn. Thus, a unit with no defense and Defender 3 will have 35 armor when it passes its turn (auto-defends), instead of the standard 5. This fits perfectly well with the idea of a Defender basically blocking paths to more vulnerable units and tanking everything that tries to cross its path. I personally think it's ki
Yes, yes they should.
If you plan on getting a lot of cities, try Altar and do a LOT of quests. +1 prestige per quest means that, without really trying too hard, you get about 30 prestige by midgame. I'm playing a game with them right now where I have over 40 prestige between my sov, research, and all the quest prestige.
[quote who="DsRaider" reply="6" id="3163418"]From .915 log: + Marginal tile yield tiles have been removed Whatever that means.[/quote] It means you won't see any more 2/3 tiles, so neither you nor the AI can settle on poor locations. the total tile yield (food + material) must be 6 or more in order for you to be able to settle on a tile. I've seen a lot of blank "fertile" areas because of this change while playing against the easier AI.<
[quote who="Kalin" reply="2" id="3162847"]Regarding shard beasts... I think something along the line of Amarian blood would work for them. Basically, they power up based on the number of shards you own. Fire could give attack (or fire attack), Earth could give def, Air could give initiative, Water could give HP... and nothing for Death, that would give an incentive to not turn all your shards into death ones to dirge everything. So you'd have to choose between powering them up or your spe
It is pretty frail, but I think the quest to get it is available from turn 1 (no research required). Still should have a few more hitpoints, but not so many that a lucky quester gets a roflstomping unit before their second city.
[quote who="StevenAus" reply="2" id="3162866"]Pillar of Flame can only be used once per turn (do they get extra uses if there are more fire magic users?)[/quote] Yes. One use per fire user per turn. So, if you have 15 fire mages, that's a whole lot of pillaring going on (not to mention a ludicrous number of mages =P )
Never gotten around to building sions. Probably why I've never noticed it before. I loved those guys in WOM...
If henchmen are meant to use proper magic like regular champs, why are they only given weaker "adept" skills to start out with? I'm not complaining if the tome use is intended, as I'd rather enjoy a bunch of henchmen magi running around fireballing everything to death, but they're supposed to be weaker, more fragile versions of champions. Giving them access to proper spellbooks seems a bit overpowered for a unit that's supposed to be able to die (even if they don&#
Minor thing, but when I build henchmen from a city with a command post, said henchmen starts at level 2, but does not have any additional traits (just extra hit points). Is this intentional, or a bug?
Was testing to see if magic tomes given to henchmen would suffer the same fate as horses and ranged weapons. Nope. Turns out he can use it. Now I've got a henchman fire mage! Hooray! On a semi-related note, if my henchman takes path of the mage, the tooltip for his spells are not adjusted accordingly, perhaps because they're considered abilities.
I noticed that issue as well when I had 2 clay pits feeding into one city; the second pit isn't properly displayed in the mouseover. It'll need to get fixed eventually, but the important thing is your city receives the correct bonus.
If they're building within your ZOC that's a bug; they shouldn't be able to do that. If, however, they're pushing back your ZOC using outposts, to the point that your outpost is enveloped in their territory, then that's intended. Beat them up for it [e digicons]}:)[/e]
I suppose it's a little misleading, but then again, until .915, there weren't any units that could be equipped with items after they were created. In any case, the only trained units intended to gain/trade items after creation are henchmen, an Altar-specific unit that requires Heroics.
[quote who="Glowing_Ember" reply="4" id="3162163"] Rangd weapons seem to dissapear in the blackhole that is hemchmen - i just lost a crude bow i was lucky to find as well as the lower tech ice staff, which is very frustrating. So no horses, no cloaks, and no ranged items for henchmen. [/quote] I had that same problem with a late-tier mage staff in my Altar game as well, thought it was the same bug as the cloak/horse bug. A
I love wonky things like this! Unique units shouldn't require both a race AND a trait from custom sovs; pick one or the other.
Since the Juggernaut tech goes where archery would otherwise be, if you create a custom Trog faction without the No Ranged Weapons penalty, that technology never shows up in the UI as being researchable. It is instead replaced by Archery. If that's intended, there should be some way to notify new players that Trogs get either ranged weapons or Juggernauts, but not both.
So I made a custom Altarian faction (you might want to rename Men back to Altarian, that was a bit confusing) and didn't take the Heroic trait because I didn't want it, and now that I've researched Heroes (prereq for henchmen) I find I'm unable to build any of them. I can still create new Henchmen designs, but I can't use them at all.
[quote who="OMG_Shiro" reply="2" id="3160681"] There are suppose to be some new special summons in the upcoming patch.[/quote] I wish. They're going to be buildable units, like more powerful and useful Mercenaries. [quote]+ Added the Binding faction ability (assigned to resoln, their shard shrines summon special elementals like camps)[/quote]
[quote quoting="post"] * There just don't seem like enough summon spells for a pure summoner mage to be a viable option.[/quote] There aren't. I've been mulling this over in my head for a while now, and with the upcoming nerf to summoning (can't have tactical and strategic summons of the same unit), I'll have to make a post addressing this. In the meantime, the Summoner profession is useful in the very early game, but that's about it.
In theory, yes. But Brad has commented before that currently they do not give the same results and need a bit of fixing in that department. Unless there's a huge power disparity between you and what you're fighting (ie a level 7 warrior champ vs a couple mites), your safest option is to auto-play. You can always intervene if the fight starts going poorly for you that way, as well.