So, it should be easy enough to use the building's "unit training discount" and apply it to a trait... I'll play with it and see if I can get it to work.
rlane48
That being said, larger maps might do with some refinement or enhancement in the stamps area, but so far I'm having fun with them.
[quote who="charon2112" reply="108" id="3275010"] Quoting Frogboy, reply 50 Quoting Cruxador, reply 19When you say this map is gigantic, how big are we talking? Also, are larger sizes for randomly generated maps a thing that can happen? I'm not sure how big it is exactly. But it's bigger than any map I've ever seen in WOM or FE. If you don't have a 64-bit system, it might be tricky. I've been trying to find ways to shave do
[quote who="DsRaider" reply="6" id="3274339"]I have a mod that adds faction traits and features a Horselords trait.[/quote] DsRaider, yeah, I think I saw that shortly after I posted this. [quote who="SOLOSOL" reply="3" id="3274284"]I've been thinking that the game would benefit in more variety of units by creating specific traits, like the slave or jug trait. The idea is that each of the traits suggested gets unlocked with a tech, so as the game advances, new tr
[quote who="Frogboy" reply="16" id="3273747"] Quoting ProteusJN, reply 8Will we be able to use ships on this map? The map looks like naval transport would be rather useful (unless you fight your way through the northern land bridge or use Tactics of Elemental: WoM, i.e. passing the ocean by raising land (something I rather dislike, i have to say)) Most of the maps will have ships on them.[/quote] Am I missing something? I&#
The pattern here is that in neither case did you get there "firstest with the mostest". You saw what looked like a good opportunity, then realized you left your wallet at home and had to run back and get it. I don't deny that they AI could be coded to block some advantages for you (that's just good strategy, and you would do the same to it), but if you'd had what you needed to recruit those champs in the first place it wouldn't have been a problem.
[quote who="Frogboy" reply="20" id="3272412"]Should almost do a poll on this: Would you be willing to give up player designed units to have a greater visual variety in the races? Basically, the limitation is that each body type / skeleton requires its own set of clothing, armor, etc. [/quote] Hell no.
36, GC2 crossover, I did play AD&D and Basic, and have been playing TBS since MoM (still think the original AoW was and is one of the best).
[quote who="Austinvn" reply="5" id="3272219"]I don't think there's a problem with the lore - I strongly believe that not every fantasy setting needs dwarves and elves...[/quote] And yet, really, this game has them. I mean look at Tarth for example, a bunch of humans dressed in green who specialize in bows and fancy chainmail and do well fighting in small groups. Gilden are a bunch of miners and smelters who are really stout and don't use magic very well.
Here here -- same story for me. I was pretty disappointed the first time around, and was nicely surprised to find that e-mail in my inbox, especially when I wasn't even expecting it. And to top it off, I think the game is great! (Caveat: I would like to see a little bit of polish in spots [e digicons]:grin:[/e] )
Even better: Unit: Charge (extra damage inflicted if attacking on the move) Unit: Momentum (ability to push the target unit back a square)
I think the list of assignable traits is somewhat short, but I can never remember everything I've dreamed up after I've closed the game. Anyone have some suggestions for reasonable faction/unit/character traits that they'd like to put here? Here are a couple from me: Character: Drillmaster (I/II/III) (10/20/30% training reduction if posted in a city) Faction: Horselords (+50% to all horse income) Unit: Charge (extra damage in
[quote who="Stuie_" reply="8" id="3272019"]How about: 1. Remove the unit editor. 2. Develop interesting unique units for each faction.[/quote] Heck no! That would take away half the game for me!!! [quote who="Gauntlet03" reply="9" id="3272027"]Also, and this is nitpicking, I want less 'racial' traits and more custom faction traits. Only Quendar can take slaves is ridiculous to me.[/quote] Now that's an
As for the use of one large army -- in context that's pretty much how pre-modern campaigns were run. I think we take "damage" a bit too literally sometimes. Army damage could be anything from death to wounds to supply shortages to morale. An army might be beat-up after a fight, but over time the army gets the ball rolling again and is able to move and fight effectively.
[quote who="dangerlinto" reply="5" id="3271976"]I disagree with essentially everything here, and in fact I almost NEVER take the strength trait. Horses are not very far down the tech tree, give you the strength trait for free and a bunch of other incredible bonuses. To boot, horses are practically everywhere in a dense material world (so I'm assuming they aren't hard to get in other options- which I usually don't play) and adding them to units costs nothing but your ho
Out of curiosity, why not just limit yourself to two traits max?
[quote who="Lord Xia" reply="8" id="3271871"] Quoting SBFMadDjinn, reply 7Preferably you can upgrade these sites to get better units. Why would anyone care about darklings/wilding allies when you can mass slaughter them in your sleep? The shamans and warg riders can be nice sometimes, so why not allow getting them somehow? I agree, I wish we could either upgrade these so we get something more useful, or instead of getting st
...oh. Thanks [e digicons]:blush:[/e]
[quote who="Mubunu" reply="2" id="3271742"]They can be use as an harassment force, true, but 9 gildar upkeep is way to high, you might as well produce your own similar unit which will cost around 1 gildar upkeep.[/quote] I don't argue with you there. You can design your own cannon-fodder for next to nothing. I had a merc camp in my last game that produced units that were effectively useless on the tactical battlefield. It would have been nice if they were either
Maybe you can use them as cheap raiders? Maneuver them in, take out as many outlying resources as you can safely get them to, maybe a few wagon trains along the way? I don't think of them as core units -- they're assets that generally operate outside of my main army, unless I need a force bolstered for a short time.
Any advantage over installing 1.01 as opposed to the recent beta?
Why is it that every time I try to create a new faction they always seem to wind up with Altarian blood? Is there a button I'm not seeing?
[quote who="Lord Xia" reply="23" id="3271091"]I didn't say anything about balance myself, I don't like the way random maps look. As a whole, they look ridiculous. They are square with a few square lakes in them. I want the land that I have my fantasy adventures to look like actual landmasses. And I like the lore of Elemental, I've read the book twice, I have been active on these forums for years now, and god damn it, I want to play on real maps! &
[quote who="Lord Xia" reply="3" id="3269297"]There are some tings to take into consideration. What resources do the weapon take? Yea, that mace sucks compared to a lot of other weapons, BUT it takes no metal or crystal. Also, there are some tough things out there that are weak to blunt damage. I disagree about bows, I use them the entire game and they work fine. They are slow, do low damage, but they can attack anyone anywhere, and t
[quote who="Borg999" reply="20" id="3271028"] Quoting Lord Xia, reply 12I can't wait for the map pack, I love the created maps. I love the lore, I wish that along with the maps, it had set starting places, so nations would start where they are suppose to be according to lore. Looking forward to this, as I find the random maps to be a bit too random and fail at looking like a real place. Too square and strange with big lakes in the middle, just never looks