perhaps that could work for a capitar specific faction, otherwise i'm not sure, seems kinda strong.
Glowing_Ember
Soryy, i guess i don't see what's abstract about what i was suggesting. I was trying to get the option to declare someone as an administrator who takes a personal hand in the running of a city using the current known sysetm in place, without knowing what changes the devs are making to the city section of the game in the next beta. Path of the governor seems to work well in my opinion, i was just trying to present a way it could be improved within the curren
this happens when you have more production points then it takes to finish something.
At the very least, it could be an easy system to implement as a mod with the dev's help.
I am trying to suggest things that add to the systems they have in place. They don't have a vision for the game that includes global xp for all. That is fine, instead they should add methods for each faction to gain xp. At the moment Altar is a broken faction since they can manufacture xp and gold and items at will. The other factions need an equivalent system in place or altar will need an incredible nerf.
This proposal is meant to address the issue of administrators not being able to gain xp and is a work around for not being able to declare a champion as a city administrator. In addition to the +1 prestige bonus that Path of the Governor grants, the following ability is unlocked: City Governor. City Governor is a skill that using the city enchantment system to apply a bonus to a city based off of the champions skills. All of the champion/sovereigh/henchman's resource
Is there any particualr reason why the quests altar spawns would bug out after awhile and not trigger after they have been placed by the scroll? reloading does not seem to fix the problem, nor does closing the game nd reloading.
The curse does not trigger when a wilding unit is killed. So the butcherman does not gain another addition to the unit.
the sandgolem, dog and wolf charms seem stronger than the ophidian quest and they occure more often. I would hope the ophidian quest would give you someting with a little more oomph than these things. These are what i compare the fragile glittery snake monster too. EDIT: i would like to see the ophidian level up and gain abilities the way a henchman does, and i don't why the golem dog and wolf don't get the same loving.
I've found a 5/3 start location with an orchard, an apiary, a clay mine and a shard within a short distance. I had to walk aound for 2 turns to find the 5/3 othewise i would have used a 4/3. So there is very much a random quality to it.
Don't forget about the pink ponies. Pink ponies are monstrously twisted.
hehe i've been looking for an xml to word converter to filter out the xml there's like 200+ pages to look through for all the info i want to pull on spells, armour, skills, etc. sayinhg its in plain text in the middle of the file is like saying there's the hay, find the pin. [e digicons]:digichet:[/e]
if there is accidental stompage, perhaps a magic spell to persuade them to walk in another direction would work. Monster Repellent. DEEP DARK BAG WOOOOOODS
I'm just trying to think the tarth ability through a bit. The differences between the intention and the gameplay since they seem to differ a bit through some bugs that are being discovered. bonus is +3 to attack and + 3 to init when in groups of three or less. So small attack bands are really good. Monsters don't attack your units and heroes. They will attack outposts and cities. so this means to me that I would be able to ru
ah, that might explain where those extra attacks come from. This does need to be fixed.
Rangd weapons seem to dissapear in the blackhole that is hemchmen - i just lost a crude bow i was lucky to find as well as the lower tech ice staff, which is very frustrating. So no horses, no cloaks, and no ranged items for henchmen.
Thanks for the heads up on the shield bug - i didn't think they had the equipment you edited in.
casting time on the air spells was reduced by 1
Henchman pay for horses but it does not show up in inventory. When fighting a rogue juggernaut abandoned in the wild, casting shrink on it gave it zero attack and zero defence, so it just stood there helpless while i killed it with umm daggers . it had 63 or so attack before i cast shrunk. also, i wasn't sure how henchman are supposed to register for xp, are they a champion class or unit class ? You can edit the
The quest actually says that the bandit has no money. He can't pay you. BUT. You notice he has an enchanted broadsword. So you start a fight to take it. Probably not a bug, but could be better worded in the flavour text.
Thanks - that's what happened. That would be a bug wouldn't it ? They recently made the change so that empire/ kingdom opposing buildings would get destroyed when taken over by the opposing type. Perhaps it should do this with 1 per faction type buildings as well.
maybe the qa team said " you know, lets go see avengers one more time....."
Just think of how long a frog's tongue is. That must be some slip. I don't know how his handlers sleep at night.
OK, i just want to say again, if you don't mind, A monster like the knights, or shrill lord, or umberdrake( big stonelike wolf thing - whatever its called), or demon assassin, should not be within 10 tiles of the square any sovereign starts on. In fact, no monster should be within immediate striking distance. Something week like mites or bandits is ok. You want the player and the ai to have a chance to look around a turn or two to pick the right spot.
sigh... code to keep the knights in "check" something along the line of ... defend my "base", stay within 10 tiles of it, if i hit my border then return to base. see its not that hard. chase someone for 3 turns, if i don't catch them, return to base... stop whining about hte people complaingin about how the knights are ruining their games. They have a valid point. There shouldn't be ny re