i'd like to know what happens with the multipliers from buildings.. say.. you have a base of 10 mp... and get a building that ups 50% -> 15 mp when you imbue (say.. a loss of 4 mp).. what do you lose the mp from? new base of 6 -> 9 mp total? 11 mp total? don't know if i misremembered.. but i think kingdom/empire uses different amount of mp for imbue?
alaknebs
i think you can use trade items and have the sov buy a load and then pass them around. but that'll be more steps than buying with each hero. if i remember correctly, you can switch heroes in the shop (some left right arrow icons to click)... just like you can switch heroes in the trade screen.
...i think if you don't save your game and quit/start new game... (autosave might count as save) then the custom sov just disappears nothing to do with permissions. i'm saying this.. because i think i've had sovs saved and not saved... haven't changed any permissions/folder.
[quote who="Eudamon" reply="57" id="2770434"]There is a law in Great Britain (us Brits don't throw anything away) that regulates market places. A market place must be AT LEAST as far away from any other market place as a donkey can travel in one day. This was to prevent hundreds of markets popping up and ruining each other. Also, having a market was, of course, a priviledge for a town. ---- snipped --- You could also consider the possibility of combining cities that are in
what would be good is if summoned creatures tell you who summoned them.
[quote who="bronzemountain" reply="3" id="2764749"]Once you have a non-aggression pact with someone, you can walk through their territory. It's the Elemental equivalent of 'Open Borders'. It took me a little bit to discover that, though.[/quote] don't think it works for the city squares themselves. unless it's changed since the last time i tried
any idea how fast roads upgrade?
eg.. the + str one. you have say 2 caster champions in the army stack. get 1 to cast it on the stack and someone (not sure who gets it, haven't checked that much).. then try casting the same spell again with the same/different caster and it tells you you can't cast it. you can move one of the champs out of stack, cast it and rejoin with no problem though. seems to have been introduced in one of the patches.
theer might be a bug with multiple caravans... or maybe some kingdom building gives a 2nd one... or maybe captured city gives 2nd one. a few patches ago i was able to build 2 in certain cities but not others when playing as kingdom
incidentally, the 2nd teleport is air only, isn't it?
doesn't the description say teleport caster and army?
the empire one you have to research.. (lvl 2? 3?) for some reason, you get teleport to start with in kingdom and have to research imbue. but you get imbue in empire and have to research teleport.
you mean the line of text next to the talent/whatsit icon inside the stat page? it says what i mentioned above..
seems to be most of the merchant npc are master merchants. i've seen 1 that's merchant - Raline the weaver what's the difference? the ability/talent/whatever thingy icon also have different descriptions the master ones say 1 gildar per turn the merchant one says additional gildar per turn
how do you tell which bit it covers? before you buy it that is. obviously not an issue in designer.. but a bit stupid to have to go inside designer every time a hero buys kit
this no longer applies in 1.07 looks like the enchantments are dispelled if your max mp drops below the mp required to cast the enchantment. (didn't look properly... just did a load game from well after the fact) looks like summoned stuff stay though
does that work? i think i casted that spell on both hero and sov.. and tried to engage the vigilant spy thingy that does the arcane doom. still died. or is that not a spell? (then again. that was in 1.05 i think)
trigger happy clicks on the wrong button + pioneer.. doh! obviously you can redesign one from scratch.... but useful if there's an archive folder or some such. or confirmation popup
any idea where it tells you which equipment uses which slot? there's the very obvious leg/feet (or some such).. but apparently can't equip boot if equipping leg item. some axes 1 hand other 2, etc.
what is the point of race? aside from a different skin and who knows, maybe some diplomatic advantage when dealing with same race, unlikely as that would be. Obviously, I'm referring to the race selector when creating a sovereign. It doesn't make any difference to the abilities of the sovereign afaik. Unlikely to have any effect on the spell book, one would imagine. so, why is it there? what does it do? anyone?
isn't lumber mill for specific "old" forest tiles only? i was asking because i was stupid enough build a city in a 4x4 or whatever hole in the middle of a "new" forest... and can't build anymore XD
i was also thinking.. you don't have to d/l the thing again... you can archive the thing and then move it to a different machine even, no? anyway. you figured it out.
so it's spells only?
well.. that's the thing.. it's already there. custom installation path that is. and as i said above.. no idea about moving it
eh.. there's an option in impulse to set your default installation directory that is.. before you install the stuff preference -> adv settings ->folders -> install locations -> my games.. (also tick the prompt for install directory if you want) no idea about the other stuff... --- doesn't help the original poster.. might help the 2nd. there's also something ca