I hope I am not going off topic with this, but I find the diplomacy/interacting with the AI especially with entering territory rather annoying as well, I was doing some exploring when Gilden expanded to include the tile my troops were on. He shooed me away with the "we are friendly and peaceful" BS, when I had no intentions of attacking him either. When he enters my territory, I shoo him off because that was his treatment towards me and he sounds like he is so hurt by t
souldrake
This really needs to get fixed. If you are trying to walk down a narrow passage between mountain or sea, trying to visit a lair/quest loc/goodie hut that is right up against a mountain, etc; even if you are 1 square away from it, clicking to move there usually causes your army to take a random route trying to go around the mountain somehow. With all the mountains in the odd locations that they are generated in, it can be more than just annoying
Perhaps they could add a dot or a border of some kind around the small unit portraits in the upper left corner to indicate which ones have actions that can be done that turn? Green border = you can move/do something | gray/no border = has moved | red = guarding or cannot move due to spell or injury preventing movement?
I was playing around with custom factions when I: 1) Made a kingdom with the Wraiths. (Is this a bug, or is it intended?) 2) When I played as my Wraith Kingdom, the title of the founding scene says "The Founding of an Empire" while the background and text are all from the Founding of a Kingdom.
Just my 2 cents in this: I don't think that random techs are the way to go either. I don't particularly like them especially stuff like 3rd book of the Magi because I tend to choose elements for my sovereign based on the final spells I want to be able to cast. Since you need 3rd book of the Magi to even cast them, it is really disappointing playing when you know you're not going to be even able to cast the spells you wanted your Sov to cast. </
I'm pretty sure he is asking for a way to dispell enchantments from a city, good and perhaps bad ones from your own. I haven't played for a while-- waiting for the next build, but I don't remember a spell that had the function so it might be nice to add it. I'd kind of like to see global enchantments too but that is a different subject all together.
When you are a kingdom your kingdom spreads lush green grass and makes the trees green. When you are an empire, you spread some purple like stuff and make purple trees... Is it possible to mod the colors of these spreads in the XML or via some other method and stick them to one race rather than the whole empire/kingdom faction? For instance, if I wanted a kingdom to have blue grass and white trees or if I wanted a black lava-cracked ground with scorched trees and such?<
Not directly (As far as I know). Some spells are unit only where you have to do that each time. Some you only have to target one person and it affects the whole army (like Tireless March). You can, however, edit the XML to create a version of the spell that you cast on one person and it affects their entire army though. For the most part you only need to change AdjustUnitStat to AdjustArmyStat
Pioneers are too cheap and over half of the game's AI opponents are expansionist. The start of the game is dull and way too slow. Would like to see faster XP gains for champions even if that means the bonuses they get are not as powerful. Smaller carrots more often > Big carrots less often Faction differentiation has already been mentioned, but it's worth mentioning again. Randomness in the tech tree is something I would like to see gone. Some games
I would rather see the time for some of those techs reduced across the board or rearranged in some way. I don't think it is really possible Or desirable to give racial technologies. Rather, I think the best way to implement this is to create a building hierarchy. For example: Civilization X needs to build: Barracks + Temple. They then get access to build their racial specific building the Knight's Hall which allows them to train a special knight unit tha
This is totally untested, mind you, but I have made working spells like this before so maybe it will o.o; Idea: Warlord gains access to spell "Warlord's Training" Warlord's Training Mana: 30 Mana Per Turn: 2 (was going to go 3, but may be too much) Target unit gains: +1 Strength, +1 Constitution and +5 HP per level. Copy the following into a new text document. Name it WarlordSpell.xml save it in My Documents/My Games
I have had similar cases where I built by capital city on the elbow of a river and I was able to build docks on the opposite side of the capital from the river, but not along the river itself. It was quite odd to say the least.
The wraiths, for example say the oracle bound them to her will. Wouldn't it be particularly nasty if the Wraith race had the ability to capture your heroes and drain levels/magic power/stats from them until they either died or the hero was rescued or something? o.o; Just another idea instead of just stats... would make someone much more leery about going up against the wraiths I can imagine. Lol.
Would it be possible to take a page from Master of Magic and have a building based tech tree for each faction? Keep most of what you have like it is, but for each race once I build X and X generic buildings I am able to build Y race specific building which allows me to build some race specific troops. Those race specific buildings could lead further and further up to more powerful race specific units and/or abilities for units which could give each race a nice feel to them while maintaining m
Spells like Regeneration that can be cast on a unit outside combat and have a check to determine how strong it is via actively held shards do not update when you get more shards. And you can't overwrite them and perhaps I am just dumb, but I can't figure out how to cancel the spell so I can refresh it so that it will update. For example, casting Regeneration on yourself at the beginning of the game will give you +1 health per tick in combat and per season. When you get a life
I voted "fair". I think the game has a lot of potential, but it misses some of the charm that Master of Magic had. For one, all the units are more or less the same-- humanoids with various weapons or mounts. I liked the variety of Draconian flying units, elven pegasi, dark elven nightmares, etc that you got from MoM and the fact that if you took over a city that wasn't your race, you could still make and control that races specific units. Not sure if it would be fea
I don't know if it's just me or what but something seems really strange about the map generator. There seems to be way too much dead or otherwise unbuildable land. I have started on several maps where I have no where to build new cities-- only outposts while the computer seems to have new cities and such everywhere. This is even happening on Temperate maps where one should expect to find lots of areas for settling. I know it's supposed to be a post cataclysmic world, but it is rea
So I just started playing, thus am not familiar much with the game, but here are some comments that I have so far from the little I played. 1) Making a new character When you select an ability for your character, the tool tip sticks on the ability you chose and will not update when you select or mouseover other abilities. Specifically, I picked Serpent Pact, I believe it was-- the one that lets you summon drakes and such-- and the tooltips for the other abilitie