Although you can get them early in the game (plus the starting 3rd level bandits), and I think it does include groups of three bandits in the one unit.
StevenRLynchAbundanceThatIAM
ie. remove the small chance of a monster departing to raze a distant destination?
I don't think it is meant to provide Double influence for Heroic Quests (too powerful) but if it doesn't double the influence you earn from Influence locations, that is a bug. I think the key here is "normal" Influence. So I take this to mean Influence obtained without traits but with normal Prestigious Locations.
What about making an area of say eight tiles from the lair/placed creatures starting point that it will not go out of until later in the game, and keep everything else the same? ie. remove the small chance of a monster departing to raze a distant destination.
Though there must be a better way than for each monster to have a 10% (or whatever) chance of attacking a distant city. Maybe two tiles from the lair/starting point, boosted up to 1 more when the lair upgrades or when sufficient time has elapsed? And whenever a lair comes into a zone of influence, those monster's buddies will mobilise. So if you make sure you don't build an outpost near a monster and you don't allow any city to expand to a monster's lair, you
Please do. =) If the way they currently work is allowing monsters in but not allowing them to walk on Outposts, or resources within that Outpost's radius, please explain that in the game instead. =)
See here .
Title says it all.
UPDATED THREAD TITLE. =)
EDITED MY PREVIOUS REPLY (#12) to be clear by "level" I meant "training level above L1" (Fortresses only).
See here .
Maybe give a boost to Enchantment essence boosters for each extra training level above 1 (starting level above 1), but only for Fortresses? So a Fortress producing L4 units would produce L1 Henchmen with +1 Defense for each extra training level over what is received from Aura of Might (so if 3 essence, +6 defense), +1 Initiative for Aura of Grace for each training level above 1 (so if 3 essence, +6 initiative), Aura of Strength (whatever it's called, the HP one would give +6 HP for a 3 es
I am another one to put in a vote to have a new production slider ("Production Speed"?) separate to the research slider (if it is currently called something like Tech Pacing, you may want to call it Research Speed). =) [e digicons]:thumbsup:[/e]
Beat me by a second! =) ;-)
That could work. After all, fortresses would be focused on units rather than champion-types, so it could make sense for Henchmen to always start at L1.
Why not allow all Henchmen to start at Level 1 at these places and then be levelled up to whatever advanced level the town has provided? So it would be like the Experienced Sov Profession, except it would apply to Henchman at Fortresses. Or, at the very least, give one choice of trait for every two levels. So a starting L2 Henchman would get one free trait choice, and a starting L4 Henchman would get two free trait choices. If Stardock considers it too strong to get
It has to be a pink space pony or Xia'll be upset! =)
I say you lost. I never reload anymore, except if there's a crash or a game-ending bug. It's more fun when you know you haven't skewed the game by giving yourself a second chance. After all, many real world kingdoms and empires have fallen through one unlucky encounter, why should yours be any different? I say, your second chance is, start a new game and win that. =) You can even resurrect your heroine if you want! But once a game is started,
I think the monster AI should be very aggressive to anything in its territory, and only go outside its territory if it has built up a massive force. I think anything in a certain radius around monster dens should be attacked or destroyed if it has a 50 or 60% chance or more of destroying it (the only monster who wouldn't move would be the one starting on it) which means empty towns would mostly be targeted by anything bigger than the smallest group of the lowest level monsters, and
Maybe they are preparing for war. But it seems a bit unfair if they are allowed to prepare for war, and you are not allowed to declare war on them first.
Yes, that is definitely a bug or a flaw that needs to be fixed. However, if you have met other players you can bring up their screen and scroll to the one that doesn't want to talk. It's a clunky workaround, but it does work.
The showing experience for taming a unit is though.
I see, so on the battles where Fear is cast, you only get an initial turn if you resist the Fear ability.
Your money?
I think this happens any time you have more than one of a usable, stackable item in your inventory. And if you buy another of that item such as salted pork after using the first ones, it will show 2 again in some of the screens.