deleted, I didn't see this - "The greatest trick the devil ever pulled, was convincing the world he doesnt exist. You forgot a villain!"
Grizzyloins
ya I was aiming for more wild & something that would help add in fantastic creatures without having to have models for them, it would help add the 'feel' of a fantastic world without all the memory problems
what if the vampiric snake had like a maul/drainlife type ability, if attack succeeds it latches on causing the unit to be immobile, and continues draining life until the 'maul' check fails? could also be used with leeches in moats
What if as soon as our units enter & every turn within the zone of control of wildlands, there was a certain percentage chance to: Lets say your moving through a desert, you might lose a member of each army group you have to some giant ant lions - giant insects that make a cone in the sand & sit buried at the bottom waiting for an ant or anything of similar size to fall in, once they fall the creature throws up sand like a fast shovel trying to make the victim trip &
[quote who="StevenAus" reply="3" id="3184221"] So if you got a Umberdroth or Mire Skath (if it is a beast) etc. it could be turned into a mount for a balanced amount of whatever resource (maybe training time too).[/quote] wow an Umberdroth mount would be just too cool, sorta reminds me of Garrett on Langrisser (warsong) after you lvl him up to the dinosaur mount = extreme defence, this alone would make any hero twice as fearsome if you got to keep the offensive capabilities of the bea
1) Sieges - ballistas could have huge armor piercing bonuses, catapults would have the splash effect upon attacking, traps could provide poisoned attack & hold unit for a turn (might have to have the assassin's tools trait?), monster pits could have monsters, moats could provide slow movement & possibly a monster or two, walls for archers to stand on or archer towers 2) Just Yes 3) Naval warfare - brings into play Islands with hidden treasures, sea monste
I've never cast this myself, but my Sov is Ironeer & with the adventurers lvl choice and a lvl or two I could field a lvl 8-9ish hero, if I'm understanding this correctly this would be a nice start honestly I'm not sure which way to lean on this as this is sorta balanced some considering one can a get free hero hiring (trait) & a tech that allows for higher lvl heroes right out tha gate
[quote who="puntarenas" reply="59" id="3184188"]As an aside, I would love to see population bound to militia in a way, that you get 1 militia per x population but also loose this amount of population for every militia unit that gets killed in battle.[/quote] I think this would help give meaning to any population that's stuck in between lvls (lvl 2 almost lvl 3), & excess population once lvl 5, would also allow those sl*ving b*st*rds to have the possibility of an 
I like this, would enable cavalry based factions like Rohan when making custom maps ohh & we could have a negative race/sov trait for all forms of cavalry like we do for 'non-archer using nations' and maybe another trait that gives calvary starting tech?
Perhaps have an endurance/initiative penalty for each lvl under the item's requirement, this way all items are usable, but your just not as proficient as you would be at the recommended lvl. One could even add traits to help against these negatives
"I find myself carefully considering the build options in my cities. That doesn't mean it will be perfect. I'm very curious to hear from all of you on what enchantments you use most and which you don't use at all. Do you focus just on one sort of city type or play with a mix? Do you chase down improvement chains to the end, or do you pick a variety of improvements in your cities?" I don't see myself ever having a city that is vuln
(already voted) you guys might try mixing the difficulty lvl, say having 20 opponents= 10 normal + 6 challenging + 4 hard or somethin, as this allows for some powerhouses to develop in the realms & really changes the mood of game play for me having at least some kind of 'minor factions' (even better the more factions you use). A hard ai is hard but if you surround them with weaklings, then they really become difficult
the more we can do from the workshop the closer people can come to making their perfect game without relying on modders to do everything (& hope that they're willing to make what you want), and would keep each person from having to learn all the modding tricks to obtain what they desire in the game. Any thoughts been on adding the negotiation ability option to custom wildlands? As this plus the ability to pick a race from tha lis
I know I was impressed when I went into Half-Priced-Books & they had just about every Paradox game & others for like $2-3 each, for $20 I came out with 7 or 8 total games
I would like quests that bring about or unlock/release TiTans, I feel that this is a way to bring some real chaos/fun/danger/excitement to the mid-late game. We could have anything from demons that go from faction to faction trying to recruit someone capable of helping them clear an ancient portal/ritual spot of theirs that's being held captive by some sorry do-gooders/guardian's', if you accept then you recieve a +1? to diplomacy with Titans faction & a -1
I would like to have a way to obtain permanent alliances once again. I figured a marriage between two peoples would be considered one of the stronger types of alliances that could bring this about. Can't stand it when I go through early and 1/2 mid game researching the proper techs to get treaties/alliances & such only to be limited to a 100 turn max partnership (& that's only if I have someone close enough that's inclined to buddy up with me). 
[quote who="arkhometha" reply="38" id="3179971"]I play on Normal. I hate cheating AI. I am not saying AI on higher levels cheat, because I really don't have that information, but since they usually do, I just play on normal.[/quote] I believe challenging is the best ai without cheating
I like playing @25+ challenging AI with a few hard thrown in tha mix, I'll wait to see the end ai result to see if I ever change
what about a pirate type flag, skull & crossbones ofcourse we don't really have minor factions 'yet', but maybe some titans could still be worshiped by some (havn't read tha books, not sure if the titans of old have descriptions of their banners) a guillotine, gallows, other torture devices
I'm thinkin two fending blades = something like +10 dodge, +4 counterattacks, +8? initiative two handed weapon bonus could be = +backswing, +1 counterattack, +5 dodge, +2 initiative? - this would sorta mimic more attacks per turn
it's really going to be neat to see what all ya'll modders come up with as this is pretty cool by itself
I noticed that ai factions have several types of behaviors but was unable to assign them as I saw fit. I would love to add my own behavior types to the ai I play against, this would allow for all kinds of neat 'story' driven custom maps/scenarios - did I just miss this or is it coming, thought I would ask
You might ask Brad, he might still have some left
appearantly this has been a problem before, luckily there's a solution (female protection with teeth) wasn't 'Shredder' Master Splinter's nemises? perhaps in the army they referred to this bandit as Major Wood