I often have the "can build" icon after I've already built on it. Other times they go away. It's inconsistent. Even though the build button for Drake Camps have been greyed out, I've still been able to click it and build them.
-WhiteElk
Forgot to mention: I generally play with less opponents than the default.
So Catapults might work as well.
I've seen both of them using the default resource occurrence setting. I use the Temperate map setting. I play on small, medium and large maps. But generally play with less opponents than default. My last game I saw numerous grain resources in AI lands. Though I believe in All my games thus far, I have only seen one single material resource. I don't believe I've ever seen a world event. My next game I will crank up the resource <span style="text-decoration: l
The Pandemonium spell also works. Some of it's random effects deal damage. Other effects cause Daze and Slow.
Enjoyable read.
[quote who="ChungasRevenge" reply="36" id="3100478"]I find it suspect when people state, "I was really happy about this game, but no MP so I now no longer care." What is up with that? [/quote]There are people who are not interested in single player games. I once fit that bill. The only games I played were MP consoles. Racing and fighting. As a group of co-workers we co-bought a playstation and a few games. Some nights after work we'd have some beers and play some games. Other than t
[quote who="tamides" reply="7" id="3100425"]...and banning all other factions from using drake lairs would be great .[/quote]You can actually still build on the Drake Lairs even though it says you can't. But the Drake is immensely overpowered I think.
I wish the writers had more common sense. Seeing things like the survivors picnicking in the middle of a street while alien aircraft patrol the skies, and within sight of a massively tall alien structure, totally break my immersion. Season one was full of these "they wouldn't do that and survive" scenarios. I like the idea of the show, but wish they'd get more real with it.
I'm using temperate as well. And I too find it spartan. I like the concept of grain and materials. But I don't like being so limited to city sites. And it's odd and immersion breaking to see a massive span of green river tiles be unsuitable for settlement. I'll definitively be looking for a mod which lifts this restriction.
I've started making units for each and every weapon/armor upgrade I make. While trying to make the factions unique. It's grown a little tedious as I'd skip some of these myself. I'd like to be able to design units outside of a game. To do up the lot of them all at once. I hope in the future, we will have a method to swap units like we were able to do with maps for E:WOM using Impulse.
Sure enough, in another battle the AI did indeed advance the melee line once it's ranged units were at about half strength. AI had four ranged and three melee. It held it's line until the ranged units began losing their effectiveness. Then it advanced the melee units to delay my own melee attack. Thereby buying the ranged units another round or two. I look forward to more AI improvements!
Brads declared his own desire to see MP realized. He has also spoke of balancing priorities and how MP had to be down rated based on the percentage of players that would use it. Much work has already been put into it. Much more would need be done. I understand the need to focus on SP atm, and have a small idea as to the difficulties of balancing a game such as this for MP. After more headway is made on the core game, I'm sure that Brad will re-evaluate MP. S
I was warring with Tarth whom I'd previously made some custom units for. Deadly archers. The AI made use of these. In a recent tactical battle it had five of them, accompanied by a single spearman. Rather than advance the spears leaving the archers vulnerable, they were held back to defend. I slaughtered that army with my own range assaults, so I didn't get to see if the spears would advance to slow my assault if I'd have gotten in melee range. But just holding those spears
Or it could just be a span of bad RNG (random number generation). And I don't understand how the damage/save calculations work. Like with poison damage. Is good to tell the devs our thoughts and experiences.
I was able to defeat Abeix using the Lightening and Pandemonium spells. It took a while but they brought him down.
I wonder about the stacking of the Wither spell also. I've used it to wipe out entire armies. I like that we can continue to wither units. But I think it gets out of hand. I like your idea of increased cost. Every time I've used it to kill units, I've never had any units auto-flee.
I think in every game I've played, I've had units using Throwing Knifes. I've used them alot. Both with units and champions. The norm as I've seen it, is that they frequently deal more than 1 damage. Even the weak Bandits that come with the Warlord trait, were dealing 2 damage as level one units against an enemy sovereign.
Thank you! I'd missed the race info somehow.
There are weapons and perhaps items which give boons against the "Twisted". How do we tell who's twisted?
[quote who="seanw3" reply="1" id="3098746"]In groups and larger an actual banner should be assumed.[/quote]A commander unit with an accompanying flag bearer could be interesting. The flag bearer having some basic defense ability, while the commander has group buff traits. Requires War College.
I think your onto something here!
Faction Differentiation and City Management ( more decisions towards specializations ) are important to me. But AI Development is tops. I admire the work that's already been done. I'd like to see it taken further. And some of the faction differentiation I'd like to see, involves the AI more fully playing the existing faction flavor. Though I do have some thoughts as to how to handle random events; which also provides another deliv
Wow I totally overlooked that. I'd assumed it was a 'refresh' button for the sovereign model. Thanks for helping me out! Tool tip doesn't update for me either.
How are you able to customize Factions? The Workshop is 'greyed out' on my version of .86.