There are no tiles with 1 in either grain or material anywhere on the map. There are 2/2 (and some times 2/3 or 3/2) tiles out by themselves in the middle of nowhere surrounded by zero yield tiles. So 2/2 has to be the base, and any aggregate has to be very small and terrain specific because otherwise most river tiles would be 6/6 for example. Every single tile along every river is at least 4/2, so every tile along that river has a base yield of some sort, yet 4/2 with a 2/2 base means they a
Sanati
I'd rather not have that, especially since most of the time you need to pass items off to other characters anyway. Get a new item you go to the trade window and trade+equip to who you want it on. I don't want to auto-equip an ugly helm or leather cuirass that does nothing for my spell caster just because they have nothing in that slot yet.
That would be more confusing because people will think they are getting another 150% spell damage on top of the +150% they think they already have. If every upgrade is +50% there's no question at all that it's adding 50% more damage. They wouldn't give you a trait that does nothing, so there's no question that it stacks. Once you already get the trait though you should be able to hover over the icon on the left and see the combined stats of all the stacked traits in th
That doesn't work either. Tiles would have to have a min yield of 2/2 which could then be increased by like 0.25 based on the terrain around it, IE +0.25 materials for forest tiles, +0.25 grain for plains, but then there would be a smoother transition in yields from one terrain type to the next instead of sharp jumps. Like 4/2 along a river then one tile out it's 2/2 or 2/3.
[quote who="Kestral2040" reply="16" id="3059725"] yes, this is how it works... I would think of it as two different things, each tile has an individual yield that if based on the terrain (or resource) in that tile. In addition the tile has an aggregate yield that is the sum of the individual yields from the 8 tiles surrounding it. This aggregate yield (the sum of the tiles around the one you found on) is what is displayed and dictates your city yields.[/quote] I really don&
I disagree. Just because you are ignoring normal units and beating easy opponents doesn't mean champions are too powerful. Don't forget that normal units level too, and all their gains are multiplied by the size of their stack. Traits that increase their base con and str, and magic rings that add elemental damage can be ridiculously deadly when you multiply it by 5. My first game I played around with just champions, I had 4 of them and my most powerful one was a magic user throwing fi
[quote who="Nerhesi" reply="9" id="3059913"]And very weak late and mid game as has been said.[/quote] Huh? I've had fireballs hit 5 stacks for 300 damage each. Magic doesn't need any help, though some spells need to be looked at (thunderstrike or whatever the lightning teleport AoE spell is does absolute crap damage).
Traits like that only work if the unit is the leader of the group.
I don't think it's a memory leak. After like playing a few dozen turns my game tends to lockup while autosaving, but I'm on a 64bit machine with plenty of RAM. There appears to be something else wrong with saving. I've sent a debug.err from one instance of it, but the same thing has happened to me like 5 times since I started playing yesterday.
The no advantage thing is total garbage. Most spells are tied to a champion, and you unlock those spells by imbuing them. If you aren't imbuing every single champion you get the moment you get them you are seriously gimping your spell pool. 25 mana is also not a lot, especially if you are taking the -tactical spell cost talents on your casters, when you have reduced your big damage spells to like 2 mana your mana pool quickly skyrockets. There's no reason not to imbue champion
If you hover over the negative trait icon on that pop-up it does indeed tell you exactly what it does, unless there are specific bugged traits without a tooltip. I haven't seen "Broken Nose" for example, but all the other ones I've seen have told me what they do.
Interesting, I could have sworn last night I was seeing spell power tied to int. With the way perks work though it doesn't make much difference, just get the spell power ones instead of the int ones.
[quote who="Heavenfall" reply="12" id="3059421"]If a tile says 4 grain 5 materials, you'll get 4 grain 5 materials in your city. And those are TECHNICALLY gathered from that tile and the 8 around it.[/quote] Not the case. We'd see a lot higher max yields if that were true, but it's pretty much 2-5 across the map, even in tiles by themselves with no yields around them for dozens of tiles. You can also look at the terrain type of any tile with a yield value and understand wh
Int does boost spell power. The tooltip isn't really accurate. With 1 fire shard my spell caster in my first game would often do 13 damage with fire needle or whatever just because she had a bit of int, while the fire needle tooltip says "8 + 4 per fire shard." Then there's the perk that increases spell damage by 50% which is pretty common, and +spell power perks, I had her doing 25-30 damage with the same spell in no time.
They said in one of the previews that it would use the tile it's built on and the 8 surrounding it, but according to my city status it's only using the tile it's built on. The whole system just seems very... "meh" to me. I mean if you actually built things on top of tiles with yields that did something it would be kind of interesting, say you could build "farms" that take up one tile and you could build them on food tiles to "harvest" their yield that would be kind of cool. Just a
I got two more random war declarations in that game from people I hadn't met. I think there might be something wrong with the fire wall spell effect, the one that surrounds a city in a red glow. When I first cast it everything seemed OK, there was a noticeable dip in FPS but it wasn't drastic, but from that point on my FPS dropped more and more until it was a slideshow, and I think adding new buildings to the city causing the wall to move accelerated the slowdown. I can't
Does that mean we are going to have pioneers attacking cities again? [e digicons]:|[/e]
Two quest bugs first. 1. Got a quest where some woman's husband was taken by the butchermen or whatever, went to the location and was killed. Came back a few turns later with proper support and finished the battle, but got no reward and the quest starting location was already gone. Not sure if that's intentional. 2. Quest where the spider bites the cow and you ask to see the mother. I picked the "Rise and be healed (-50 mana)" option, then the next line I got was about
I'm almost positive they showed off edge scrolling in one of the preview videos, I spent the first 5 minutes after starting a game going through every single line in the options one by one twice thinking I must be just not seeing the option but ya, not there.
Definitely not an issue yet, already almost done at 3MBs.
Anyone else get a very heavy Rise from Erebus feeling from this? Could have sworn for a second I was reading a post by Valkrionn .
You can't mod the beta. Read the other posts. Edit: Wow, ninja'd, on this board. *is shocked*
It's like some ghostly baby hand reaching out from the darkness.
To get yourself to stop playing TOR think about the legacy system and how you are probably wasting your time with your current character since once the system is unlocked you will be able to make the character you wanted all along. Or think about playing Huttball another 4000 times. Or how much better the game will be when your female character can mack on a female companion.
Was there actually a way to preorder WoM instead of prepurchase it? If so you should let those of us who prepurchased in an extra week early (tomorrow). [e digicons]:pout:[/e]