minor factions are small factions that will have one town which does not get stronger. It stays at level 1. If you walk up to them and make a non-aggression treaty, you can buy unique items from their store. I'd like to see these guys become invulnerable town you can't attack and have the option to buy a special unit from them as well. That would be nice. I think you you take over the town you get access to a special unit, never had the chance to test this one out yet.
Glowing_Ember
I've had a strange occurrence in your build you posted here where i've auto resolved a fight where monsters are attacking one my cities protected by 2 observers. I lose the fight but there ends up being some kind of stand off where the monsters stay outside, and my observers stay alive with 0 hp. i'll look for a debug file and see about posting it. lessee, need a dropbox account i guess edit: here we go, not sure if this debug file has the info you need
hehe maybe an option to turn "off" forests in the map until pathing is fixed ? [e digicons]O:)[/e]
I really love the 3 x 3 area of the spell it really feels perfect now Tyvm for doing that change it has been noticed. An unintended side effect of the spell is that it now destroys objects on the map though if they are in the 3 x 3 area. this will destroy notable locations, quest huts and resources on the map (for example mines, wild horses etc) If you have units in the 3x3 area they get kicked over one or two squares in a random direction in order to be outside of the 3x3 are
i think it is funny you only noticed the tile cap when you had ideal building conditions [e digicons]:D[/e]
Certainly keeping on eye on the thread, i think i'll try the exe you put up looks like fun. Also, i would like to put forward the theary that Heavenfall is not aware. He is a machine. An experimental ai api that has since turned on the creator and looks to trip him up. with regards to number of towns: I find with the current build that after i found my kingdom i will build my second town after i get my first 2 or 3 techs - i pretty much always get
sorry i just wanted to say that my earlier response was a play on words, not a criticism. [e digicons]^_^'[/e]
I like the idea of having some research for each element that will boost the effectiveness of these spells. More thoughts on this later.
sov's int still has an impact on the stats of children.
I will add this info to the beginner guide i'm doing.
I'm not sure if this has been mentioned yet but the sand crawler shaman can't cast its fireball spell since he has no fire shard resource. Are there any other monster units with this bug ?
This is why i would like to see different casting times for different spell levels and better damage comparisons from spells to standard attacks. Then we need monsters and troops to have more a variety of spell resistance compared to defense so that some things are better to attack with magic and some with weapons. After we do that, it would be nice to see some unit upgrades that offer spells or magic type damage to troops
to prevent the exiting city thing, i have learned to to come out of the city nearest the unit i want to attack, then i go one square at a time until i can attack it - typically 2 or 3 squares. The auto move is so fudgy i never trust it. The one thing i can trust it to do is to somehow move my troops through a forest. Even if that forest is in the opposite direction from the one i want to move in the comp will find a way [e digicons]:hrmph:[/e]
with regards to the spell of making, in this version of the game (1.1) the sovereign does not have int requirements for casting so i suppose it stops the henchmen from casting the spell, who get imbued by you who are extensions of you casting the spell so technically their spellcasting is your spellcasting so you cast it if they do but they are separate from you.... anyways, point is, sov has no int requirements for casting so all sov's can cast it.
I've had rotten luck with this system, whenever i do marry off my children, their spouse inevitably dies so i get no grandchildren sigh....
i guess that partly explains the beehive in the game :D
err, im actually thinking of the official material, i know about the elf mod and undead mod - but it is the cannon material i am thinking about at the moment. I did not enter the spell contest because i can't get the official storyline and content straight. I know what i want to see in the game, i want to know what they are offering in the official pipelines. I plan on doing a mod in the future with my daughters help depending entirely on how well the 3d modelling works out with the free soft
In the game i am currently playing, i took over a kingdom city with a great mill in it. In order to deal with my subsequent population catastrophe i had to demolish most of the building in this town, including the great mill since i already had one. I took one of the food production cites a few turns later which brought be back to a population surpluss and i discovered i could build the great mill again. Even more crazy, i'm building it in the same town with my first gr
Could someone please point me in the direction of threads where frogboy has said what type of things will probably not be in the game, goblins and fearies and such i would appreciate it. Trying to get a feel for the lore of the world tks.
I want a lollipop to crush my enemies with. I also want man eating treasure chests. magic node trap door spiders.
Ok will update this and put everybodies contribution into it, printing a hard copy now.
Hmm totally different experience from me, i was thinking that the minor nations should be invulnerable and serve as a special shop for unusual things who will sell to anybody. Here's a question though, if you set the game up to play with 10 ai players will there be a minor faction ? I'm not even sure how many minors there are. do they retain there special shop status if they are taken over by someone else ? maybe we can make a list of what is available a
This is great guys and gals, keep it coming. Can anyone think of any other strategies the ai has trouble dealing with ? I find Arcane weapon very useful because it breaches the difference in armour versus weapon damage and lets weaker weapons tear through armour which the ai does not see coming. crude bows become very effective with arcane weapon if you get this early.
research the farming tech and build more huts. food gives hut huts give people people give money sometime adventure tech will give you a gold mine, as well as the adventure tech for food. in the games i am playing now, i just found 3 shards and 4 food resources within a screen and a half of my starting spot on a large map. Could just be the luck of your draw. invent booze tech and cars tech. d
he used to be such a slender frog Better than this i suppose