[quote who="tjashen" reply="24" id="3471091"] OK, in my quest to eliminate Medic/First Aid for Banshee Sovs, but not from other factions, I DID manage to get the Allegiance: Banshee prereq to work! This also has the side effect of creating a new Allegiance category, in case you wanted to create some Specific champions for that new Allegiance category. Other champions will appear if the game can't find enough champs sharing your allegience, but at that point it's
jshores
[quote who="Kantok" reply="54" id="3463282"] It doesn't change my point. This: Quoting jshores, reply 27 Never has a franchise alienated a customer base so intensely. is a dumb, wildly over the top statement. Any serious gamer can think of a dozen or more franchises that have more seriously alienated their customer base than this one measly little DLC has done. [/quote] It&
Magic is as fair as you design it to be. Once you strip away the layers, it's really only dice rolls and numbers, just like anything else in a strategy game.
Never has a franchise alienated a customer base so intensely.
I hope it is on purpose and they just clean it up a bit. I never liked it being tied to allegiance.
QA testing is complete when they pull someone off GC3 long enough to push the patch out.
[quote who="Tattyhat" reply="78" id="3450938"] I was looking at AOW 3, but I am thinking that this, is going to be a lot better when they have finished tinkering with it.[/quote] Completely agree. This will likely be a better patch than trying to patch the game with Age of Wonders 3.
[quote who="Heavenfall" reply="3" id="3435444"] If we get another patch it is likely to be released at the same time as DLC. But I don't think either is likely to happen. We're 5 major patches in already. I'm pretty sure they've spent whatever resources they intend to spend, and changed whatever they intend to change.[/quote] If that really were the case, even a "LOL thanks for the moneys, we're done" would be better than just up and abandoning
I wish part of this bug would stay in as a feature. I like being able to drop creatures off into the militia.
[quote who="Tempus3d" reply="218" id="3412095"] Quoting jshores, reply 217 I have had a similar issue since 1.3. Sometimes the cursor turns into the hourglass, I can interact with the map, including launching sub menus for towns etc. but I cannot move my sovereign and the end turn button is grayed out. I've removed all mods, reinstalled from scratch etc. Now I just check it when new patches come out, it happens every single game. I just shrug and go back to playing
[quote who="Tempus3d" reply="216" id="3412043"] After the upgrade, the game sometimes stops completely after clicking at the end of stroke. Work only hourglass. When I tested the beta had the same situation. At the 1.3 version of the game it was not. For example, after removing the beta everything becomes normal. How do I return back to the game version 1.3 or how can I solve this problem? ps Recovery game version 1.3 of backup does not solve the problem because game immediately updated
DLC I'd pay for: Water stuff - boats, creatures, sea battles. Stylish equipment packs - Roman, Greek, Asian, etc. Creature packs - New creatures with new models added to the game.
[quote who="Heavenfall" reply="138" id="3384502"] I'm still stuck on 1.2, I can't seem to get the 1.3 beta. Is noone else having this issue?[/quote] Someone mentioned having to opt into beta patches again to get the patch. Have you tried that?
[quote who="FuzzyGold" reply="6" id="3382182"] I don't consider it to be a bug. Sometimes I want to be able to block even allies to keep them from stealing territory that I've uncovered. For example, I block the entrance to the Lombard Desert to keep other factions from grabbing resources. Making allies does not appear to be beneficial to me. The only time I do it is at the end to make a win after killing all the Empire factions.[/quote] <
Thanks for the feedback. So the question is, remove the spell or increase the mana cost? I see it as a faction defining ability, so how much should the cost be increased? I'm thinking to 100 mana since the mod doesn't really slow down expansion all that much.
Pioneering for Legendary Heroes Introduction: The Pioneering Mod for Legendary Heroes makes the following changes to pioneers and how you earn them: - Pioneers now require a resource called "Settlers". - You can attract settlers by earning fame or by growing your cities. As your fame grows, you will hit mi
[quote who="joeball123" reply="3" id="3370481"] Here you go: Conclave 3: - Archivist: +50% city research production when producing research here - Oracle: +1 essence in city - Scroll Scribe: +20% to city research production; provides Blizzard Scrolls, Return Scrolls, and Summon Air Elemental Scrolls to shop Conclave 4: - Academy of Revelation: +10% faction research production - Amethyst Vault: +2 crystal production per season - Tenfell
I'm looking for a list of the improvements available when a conclave, fortress or town levels up through the various levels. Does such a list exist? I looked in the XML and I could not find where the improvements are denoted as being associated with the town levels. Just to clarify, I mean the three improvements you can pick between once when a town reaches a new level.
[quote who="Makinus_" reply="8" id="3365100"] So let me see if i understood it right: - if i want to mod so pioneers can only be produced by level 2 cities i need to create a specific resource that is only produced the lvl 2 cities - let me borrow jshores name and call this resource "Settlers". - to do what i want "Settlers" should be needed for Pioneers, be local and not global, and not storable - all this i think i can manage by gleaning from other mods (some hel
[quote who="parrottmath" reply="4" id="3364860"] Quoting jshores, reply 3 So far in my testing, the AI handles it fine. Meaning, when it hits those milestones or levels a city, it immediately builds a pioneer like it normally would. Of course, the AI wouldn't understand it needs to do those things to get the pioneers, but fortunately the AI is already predisposed to try to reach those goals. Yes,
So far in my testing, the AI handles it fine. Meaning, when it hits those milestones or levels a city, it immediately builds a pioneer like it normally would. Of course, the AI wouldn't understand it needs to do those things to get the pioneers, but fortunately the AI is already predisposed to try to reach those goals.
I'm working on a mod that does almost exactly what you want, and I intend to release it just as soon as patch 1.1 goes live. How the mod works: Pioneers require a resource called "Settlers". This resource is acquired two different ways. 1. You receive "settlers" when you level up a city. (enough for one pioneer per level of the city) 2. You receive "settlers" by reaching certain fame milestones. (eno
[quote who="Trojasmic" reply="26" id="3360936"] This is why I wish there was multi-player to play against guys like jshores who understand simple math (3-2 = 1), but not opportunity cost (3-clumsy = 3).[/quote]. That is a rather disingenuous and insulting thing to say. I understand the opportunity cost and I understand that you can "work around clumsy" and gain the +3 attack. What I am saying, and really it shouldn't be
[quote who="Glazunov1" reply="21" id="3360801"] Quoting jshores, reply 11 Quoting Darxim, reply 8 I think taking Might and Weak together is a waste, and you're nerfing your sovereign by doing so. If you want to max your sov's attack, you should take might and the weakness shouldn't drop that. If you're going for more of a caster build, then you can take weak, but you wouldn't bother taking might. If you could take as many wea
[quote who="Publius of NV" reply="19" id="3360782"] Some previous version (FE beta? I don't remember exactly when) allowed multiple weaknesses, each of which gave +1 ability point. At that time there were several "free" choices like the one available in the OP, which is why the number of weaknesses was limited to one. Like Gandalftheredskin said, I don't think this qualifies as a bug, just a choice available to the player.[/quote] I think your timeline