Ah. Yeah, I was playing as empire
redwhalen
There are a few things I have not been able to figure out how to do, and if anyone knows how to do them, I would be quite thrilled to hear. Also note, I have been playing fallen for a bit, just to feel them out. I am likely to switch to wraths for a while. First: how does one build a four unit group? I have not been able to build one despite trying to research it out. Second: How do you get armor? I can't seem to find the tech or building upgrade, but I
Like my spelling, for example. I have been fairly quiet for a while; I haven't have much time to play and give feedback. Now that I have tried out 3A, there are still a few things that are counter-intuitive or non-optimal. None of these things require new features or anything like that. The Biggest Thing for me is the order in which notifications arise on a new turn, ande how they interact :
I haven't got too in depth yet, still toying around with the first 20 turns after creating a faction and a sovereign. We still don't have eqiupment for all genders/factions, but we know its coming and the art is there. <span style="font-family: book antiqua
Didn't see it in the forums. Download a go-go.
Agreed: leveling = pretty crappy. I definately like the idea of feats, nd I would totally jump on board with getting several different stats at a time. Perhaps a random generation of +1 stats for three or four stats, and then a +2 that you could specifically invest in. <span style="
Phantom Army : Create a phantom stack of units that is identical to the units in one of your cities...except when it is attacked it pops and is gone. Earth Protectors : Enchant armies that give you a situational 10%
Possibilities: Spell Book Points Scribe Points Scroll Points <span s
DEEP HURTING.
[quote who="Hound" reply="3" id="2663825"]Permanently trading your Essence for something beneficial is a core concept of the game and should not be changed. Losing 1pt of Essence from dying is appropriate. Death should always have severe consequences instead of being a minor inconvenience. I would even take perma death and game over much rather than making death inconsequential and the game world less immersive as a result. But maximum Mana should be separated from Essence com
I had the opposite problem: 2 were consumed for one resource. that was in Beta 2a, though.
I agree with EVERYTHING above. Sovereigns should have an ability to start with some basic attack magic or defense magic. At the very least, there should be a profession that the sovereign can start with that lends to magic use and magic warfare. <span
Had this exact thing.
Or a little box that says "you got hosed"
Ah, sorry! I erased it. I haven't been in a beta before so I'm a bit of a beta-newb. I'll see if I can re-create it.
I have had it with building cities, up to twice its cost
On a whim after reading this post, I decided to try the game by marrying the first champion I was able, and then killing the rest. It was extremely rewarding. First, I got far more levels than normal after killing off tons of 0 rating champions. Second, I deprived my enemies of these same people.&n
I have never seen a mine, other than crystal mines. Also, Beekeeping is crazy everywhere. I can't plunder a defenseless city without tripping over two wild beehives on the way. Other items are intermit
Razing Cities: Perhaps it should take a number of turns as a city is deconstructed, or burned down. The ability to do so should still be around IMHO. Undefended Cities: These should get a passive troop resistance with the upgrade to all the different walls. <span style=
Champions don't do too much, as said else where. They could, however. Merchants could go on caravan route to increase their effectiveness. It ties up Merchants, but at least it gives them a purpose.
[quote who="daf1" reply="5" id="2659205"]Ah I see, so to properly make a town prosper you need like smaller villages which will supply you with food, and you can decide if you want to make your main town bigger or not. Which means you wont end up with 10 metropolises, in the late turns. [/quote] While this is possible, it is just as easy to research into the the 'harvest' technologies for the correct form of food product that your map has. Generally, all the maps I have see
In the city building tab, there are a list of buildings that are available based on location (for example, a harbor will not appear in a landlocked tab, nor a lumber mill without a forest). The buildings that are not able to be built because of a lack of materials are obvious. The buildings that are not able to be built because of t
[bug] The trouble is connected to specific beaches. I managed to get a unit into a ship (though I was unable to do so at a city with a harbor), but then I could not get that same unit out to explore islands. So: beaches where I have built a harbor are generally (though not always) undockable, whether or
When a spouse dies in combat, I cannot remarry my champion. I've tried and tried, but no wedding ring appears anywhere. on opposite gender characters. Also, since spouses can die, can we have a graveyard/mausoleum that lists off dead dynasty member? Maybe giving a slight prestege bonus, or even a c