[quote who="Wounder" reply="1" id="2949913"]- I just managed to build a peasant. What's the "4" at the bottom of the portrait for... number of men?[/quote] Yep. It should be a squad of 4.
AlLanMandragoran
Yeah, it's doing some weird calculations in my game too. I swear I just placed a workshop and it used like 75 citizens. When I cancelled it, it freed up only 1 citizen. I tried figuring out how all my citzens are being used up but couldn't make heads or tails out of the city screens to break it down.
Abandoned mines also do not show on the 3d map but appear on the cloth map.
This is occurring in 1.20b.
I reloaded the game and they reappered correctly. Looks like a random graphic glitch.
[quote who="Heavenfall" reply="1" id="2949862"]Either this, or items and unitstats that makes sense for a game without simultaneous strikes. But really, I think that would take too much development time to be in 1.3. What's needed now is to bring the game back to not having every single unit be a glass cannon, and ranged weapons not be the supreme weapon of total annihilation.[/quote] Ya, good point about range. I haven't built any yet but I can see how they come wi
1.20b issue. Oases are missing from the cloth map. Here they are on 3d map: Note they are missing from the cloth map:
1.20b issues. Here's some things I've noticed: Save - http://dl.dropbox.com/u/19969679/Elemental/120b/AutoSave.EleSav Look at the hut costs noted in the bottom left (11 Mats & 11 Food???): I have 4 workshops in Capital1. Why is the citizen cost 8 for a 5th
Brad - I created a thread here to poll simultaneous tactical combat damage. If you add simultaneous damage and add first strike ability it would go a long way to deepening tactical combat. P.S. - no ATI Radeon DX errors yet. Crossing my fingers. [e digicons]B)[/e]
As I'm tinkering with the new 4 man squads and arcane weapon buffing my various Fanboy Flash Mob units I've noticed the pointy stickers have become uber glass cannons. The hp reduction makes them a little weaker but the combination of 4 man squads plus arcane weapon has given them incredible attack. I'm steamrolling mobs early game. Granted, I haven't even come close to mid-game yet... I recommend the following for tactical combat: Implement simultaneo
Queue up some caravans and watch what happens to the unit queue for other trainable units...
There really needs to be simultaneous damage for attack and counter-attack thereby opening up the possibility of a double-knockout (i.e. both attacker and defender could die). Adding a first strike ability would grant the attacker the opportunity to kill the defender without counter-attack. This is more evident than ever given the new 4 man squads and arcane weapon buffing each individual in the stack.
1.20b. Just completed the Silver Flute quest and the arcane weapon buffed group absolutely steamrolled the bandits protecting the flute. Like stealing candy from a baby, or a pony from Lord Xia. [e digicons]:thumbsup:[/e]
1.20b issue. Is this functioning as intended? +5 attack on a 4 man group with 22 attack and it doubles it to 44? I guess that's right if it's hitting each individual with +5. Just wondering if this is overpowered. 4 Staffboys had 22 attack. One +5 arcane weapon on unit doubled attack to 44.
The unit queue has serious problems. It's smoking Markinn's crack and needs an intervention. I can unclick the city, click back on it, go back into queue and voila I have single unit Staffboys as an option but 4 man pioneers. I can unclick again and I get the 4 man Staffboys. I can randomly click things and go back to the unit queue and I'll have single Pioneers as an option. The unit queue is all over the place and completely erratic.
1.20b issue. So I went to go train a Pioneer and it quadrupled the costs...
1.20b issue. Self-explanatory. They show on the cloth map however. 3d Map: Cloth Map:
Interesting. After I wrote the OP and went back to the game it was fine.
1.20b issue. I trained my first group of Staffboys and the unit queue reverted to allowing training of a single Staffboy. Zip (debug, saves, screenshot) - http://dl.dropbox.com/u/19969679/Elemental/120b/120b_18_hosedqueue.zip Note the single 2hp Staffboy option in the bottom left hand corner. <img src="http://dl.dropbox.com/u/19969679/Elemental/120b/12b_18_hosedqueue.jpg" alt="" width=
Frogboy - was the strategic AI updated in this patch?
Edwin - you're an idea machine! [e digicons]k1[/e]
Not all are updated. You'll need to read the OP of each thread to see what version they are updated to.
They still work. Make sure you have " - cheat" after your shortcut.
It's updated for current version. Have fun! The mods are great.
[quote who="Edwin99" reply="241" id="2943117"]Correct, I see these as being tactical combat spells where the summoned creature would last at maximum until the end of combat. In fact, I would like to see these summoned creature lasts a number of tactical combat turns equal to the summoner's level. A 4th level sovereign's tactical summoned creatures would last for 4 tactical combat turns. That said, the addition of tactical comba