Tattyhat, i can't decide if your avatar picture is the pillsberry dough boy on a speed/crack mix, or a skinny one of those calcium aliens from docotor who.... creepy. IT's TATTYHAT DAY [e digicons]:X[/e]
Glowing_Ember
Ah well i figured it must have been a requirement for something, but there is no indication of that and you just have to sort of guess that it is.
What are the circumstances that allow you to build more of these buildings ? I have just killed of 2 factions by breaking their spirits and i can now build an additional one of each. Is it because i just captured an opposing race sovereign (ie kingdom vs empire) ?
edit : moved forums as suggested 2 things: 1) Arneson, the enemy hero in the second battle of this quest has virtually no equipment and no attack value. He has his army buffing hero skills that give a small minor passive buff to the army but that's it. So we was a pushover. 2)The dragon eye gem itself. I don't know if this is required for any other quest but the thing has no value. It's not equipped for anything and has a gold value of
so lets say its the 24th now eh ?
The number dispaly and health bar update should happen at the same time. I feel like there is some kind of lag when they display seperately. Its very jarring to me. So we all have different opinions and we all think we are right. Of course, only i really am.
I would like to see some choices. Meaning that i would like to play random tech games that can play out in various ways for replayability. Not knowing what is going to happen is a big thing for me. if its too predicatble i end up getting bored. Also, i would like to have the option to play games where i have to make a choice, whether it's for good or evil, for the people or the dictator etc where it means i have to choose one branch of a tech tree over another and loose on the cha
I would presume that adding another faction would eat up a chunk of memory to track the whole map or letting each individual monster layer would add one map check pass for each monster layer, which could take a long time i would think on large maps. Its far easier to "borrow" the map info of another player and have a look at what they see. I am curious to see how much memory it would take in comparison for individual monster lairs to track a zone of control bas
I would like to see an expansion to the game cover the dynasty system in great depth rather than just add a little bit. There is the potential there for an entire game/campaign alone. I'm thinking larger in size than the homm expansions, perhaps with the planning of zerg and toss expansions for starcraft 2. (meaning they took about a year and a bit to work on each one [e digicons]:wulf:[/e]
As has been hinted at in here there in this discussion, there should be plenty of overland spells that players can use (and ai) to hinder and control the map. We have three pretty good ones at the moment and we can definately use more. The major problem we have with these spells atm is they require the target to be within your zone of control. I don't recall off the top of my head if the zone has been nerfed or increased lately, but in terms of spellcasting the zones are f
I'm waiting for the city and outpost update to see what they come up with. hopefully they will have a solution in that package for the defense problem.
Instead of the razing command we have for cities right now, how about we have three new options: 1) destroy city - this command just destroys the city and maintains fertility - perhaps -1 to fertiliy. 2) loot city - this command takes 2 turns per level of the city. You get gildar and research points (the random kind you get in the diplomacy screen) plus a combination of other resources depending on you faction traits and hero/sovereign skill
I haven't noticed all of these things, such as i never ever use the exploration command, and i never looked closely at guardian wind to see if it was working, but the defensive issues he's mentioned about sight and zone of control and roads are major gamekillers for me. I don't want to have to place milita units on my borders to act as scouts for me. Hopefully in the next version where cities and outposts are changed then this issue will be addressed but at the moment
Caravans setting off the critters... ooohh ouch.
Seems like someone over there was reading these forums, saw XIA's requests and went "BANG ON, LETS DO THAT" [e digicons]B)[/e]
Frogboy, is it possible for you to elaborate a little more about this bug that was fixed ? How did it change gameplay so much ? What was it failing to do in the pathing that suddenly made certain aspects of the game more efficient that it changed so much in the gamepay ? It's hard to comment on the current dynamic without understanding that problem a little more. It sort of sounds, from what you describe, that the comp was able to get from a to b and from b to c, but organiz
no no no he wants to give this guy named oyu one of his pets..... ok. I didnt beleive that either.
I knew it. They started developping a nintendo game (8 bit) game: Mortal Kombat 3 - Carebears Kick back
you can build the wonders faster than guilden if you settle a location with at least 4 food, make a sencond settlement to make troops and start building as sson as you hit lv 3 on your capital. turn your taxes to low or none and start with the merchant bazaar to get gold, then turn taxes down to none and make the great mill.
Shhh they snuck out a few days ago to watch avengers and haven't been back since. I think Loki is to blame.
cheeble is the sound a hamster makes (cheeble cheeble)
Unleash The HAMSTERS of war. (cheeble cheeble) [e digicons]:drool:[/e]
Thumbs up, the game needs something like this. I'm having a look at the xml to compare some numbers - i just discovered xml to word conversion (yay) [e digicons]:rofl:[/e] [e digicons]:rofl:[/e] [e digicons]:rofl:[/e]
*BUMP* Again, i don't think we want "eternal guardians" in this game. It feels like a copout mechanic for this game. Other games use different solutions and i don't think this one fits the lore or the gameplay. I agree that getting the ai to better manage its armies is the major goal. Tarth is the only faction that should be fielding small armies, and even then it should just be as a precursor to a major attack.
To be honest, i don't want an "eternal guardian". i would much rather have some militia units that scale with the tech i have unlocked. They should have the appropriate blunt weapon, armour and group size that I have researched. It would be nice to have a choice of milita buildings that could add an additional unit or two that use different weapon mixes such as piercing or cutting melee and a ranged option for elemental or piercing damage. Some factionss couls have a special