Had Iriel wandering around on his own, and recently came into control of an earth shard. It should give him +1 hp, from 17 to 18, but it did not. I had no other shards at the time.
Emperorjarin
If the converted unit was the only one in the army, despite the after-battle report saying you earned it. I know this bug has been around a while, and if I recall correctly it may have even been fixed at one point, but it's back.
[quote who="GFireflyE" reply="16" id="3238959"][Tweak] Apparently the Bottled Fire needs mana to cast. This should be mentioned or the cost should be removed. [Bug] There is currently a glitch in the tactical UI display for Bannon Heighsley. Currently, the UI does not show up during his first turn of combat. He is also the first person in the initiative order…if that makes a difference…[/quote] I noticed the Bottled Fire bug as soon as I got it. Would have
Right now, Diplomats only start with 20 Influence, while Silver Tongue costs 30. Either lower the cost of Silver Tongue, or give 30 starting influence. It's kind of disappointing to have such a spiffy ability be useless for much of the early game, especially if you didn't start near a prestigious location. (Also, the fact that there are 2 different buildings named Monument is confusing. I suggest renaming one of them. Either call the +ZOC a Statue, or call the
I don't know how much mana the new Bottled Fire item requires, or if it uses said mana upon use, but when I tried to burnily murderize a group of mites with it, I was told I didn't have enough mana to, apparently, throw a bottle at someone's face.
In this build, whenever I double-click a city, it builds the first building in the list as close to my mouse as it can. Every time I double-click on my capital building, I experience this bug. Never seen this behavior before (used to just bring up the build queue), and it is incredibly annoying having to remove something from the queue every time I double-click my city.
Just accidentally discovered I can enchant the basic city militia (guys that only appear during city sieges, not trained units). I assume this is a bug, as there's no reason to be able to enchant those non-units.
[quote]Regeneration: Duration: 3 turns + 1 turn per life shard, Effect: Heals 4 HP, Mana: 10, Life II (Heal should be Life I and should cost 10 mana, too)[/quote] If Regeneration were made into a tactical spell, this would be an all right way to go. As it is, I'm already annoyed that regeneration doesn't work in tactical battle. I really don't think its OP nature is as important against monsters, and I believe Death magic should get a vampiric enchan
[quote who="Wizard1200" reply="1" id="3238112"]The most important difference is that the annoying "bling" sound is gone [/quote] Oh thank God. I've only had a chance to play 10 minutes of the new beta, and already I want to murder that sound with a fiery passion.
[quote]Does it only let me steal higher level rankings?[/quote] Correct. Hopefully they'll eventually prevent you from accidentally murdering a champion with that spell, but they have a LOT of higher-priority stuff to do first. It's been so long since I've used that spell, I don't even remember what its description is :S
For the OP, build the iron mine. You can then use it to expand your building space. Nef, I had always thought you could build on swamps. That might be a bug.
I think the better solution would be to give Death mages a similar ability, but more in tune with the sphere. So, for example, a level 2 or 3 Death enchantment that heals the enchanted unit for 3 health, +1 per death shard, whenever he lands an attack. Kiting single monsters with a single champion is fine. Roflstomping an opposing army with a single champion is the problem.
My understanding of build queue selection is that the unit queue is universal; the only things directly modified are resource/production costs, assuming the requisite building has been constructed in that city. That said, if they could find a way to make unit queues more dynamic, like some per-essence bonus buildings, that would be a nice plus.
I think you either need to end your turn, or put your sovereign in a city.
[quote who="GFireflyE" reply="12" id="3236214"] @ Derek Paxton: What about AI building outposts too close to their cities? Often I take over an enemy city with outposts only 1-2 squares away. Effectively useless. I would think a minimum of 4 squares should be in effect... [/quote] Sometimes they start out a decent amount away, only to have the cities grow to them. Or maybe the AI REALLY wanted that city to get an embassy grow
[quote who="Tuidjy" reply="5" id="3236225"]Quick question: does anyone know how to check the critical hit multiplier?[/quote] It's hidden. I think the starting bonus is +50%, but don't hold me to that number. Regardless, it should show when you mouse over your crit chance.
Nope, vital strike, lethal, swordsman, etc. all stack. The bonus you see is the bonus you will get by taking the trait. A simple fix would be for each trait to just say "stacks with [previous trait]"
Is his entire army supposed to be able to fly? He's got a few air shrills accompanying him. I've seen this myself as well. Everything in an air elemental's army gets to fly.
[quote who="Tuidjy" reply="27" id="3235685"]3. It's been a long time since I have designed my spearmen, but I have nothing better to produce. I finally researched mounted warfare, but I cannot really spare the production capacity for units that are faster, but no tougher than my basic unit... The simultaneous moves of monsters and AI produces insane results - AI armies moving twice their move to successfully attack a monster that has moved away from them... 5. The monsters seem to b
[quote who="seanw3" reply="12" id="3234914"]Already done. It is a level 3 earth spell with no tech prereq in my mod. [/quote] I know, your mod is pretty awesome. I'll be downloading it again as soon as I get bored rampaging the world with my level 20 super-sov and her henchmen attendants [e digicons]}:)[/e] Also, quote attribution fail FTW! :P
[quote who="mqpiffle" reply="160" id="3234883"]Combat Skill: Lie When activated, all enemies are dazed for the remainder of combat unless resisted. Targets who resist do triple damage to politician for remainder of combat.[/quote] I lol'd.
[quote who="Trojasmic" reply="8" id="3234898"]Leave it in. Someone one said there is a spell that can restore land. If so, choose that magic combination and have fun![/quote] You have no control over whether or not you have access to that spell. It's part of Third Book of the Magi, a random, end-game magic tech. For all intents and purposes, the spell does not exist, as by the time you can even unlock it, you will have already won. [quote]I would also like a sp
I agree. This mechanic was put in place to deal with a problem that has been dealt with in another way. It's infuriating to lose a city from a wildland attack (A separate issue) and never ever being able to bring it back until the end of the game. This problem is even worse with essence, considering its comparative rarity.
I'm noticing this bug as well. I shudder to think how much mana I've lost because of it :(
[quote who="Wizard1200" reply="9" id="3234825"]Changing the Path of the Mage to + 1 shard power in all shards is possible and in my opinion exactly what the trait should do, but i guess that the effect of multiple mages would stack and that would cause more balance problems.[/quote] It should be a sovereign profession that increases shard power, and unlocks traits that give more shard power. I'm thinking of calling it Archmage. As you note, letting all mages contribute