This is a reply to #58 I would recommend trying to read Way of the Kings by Brandon Sanderson. It might be too much fantasy for your taste, though. https://www.goodreads.com/book/show/7235533-the-way-of-kings?from_search=true
thimon2k
I think that Prince of Thorns may be a good series for you. It follows the story of an (evil) prince. the series consist of three books. http://www.goodreads.com/book/show/9579634-prince-of-thorns
If the research is named "Refine XXX", where XXX is agriculture, production, education, diplomacy, defence or attack, it is an infinite research option. Meaning you will get the bonus every time you research this tech. Therefore you cannot "complete" this tech. The same mechanic is also found in Civilization and other 4X-games, where you have reasearch.
Does the Impusle give you a boost to initiative through the whole combat or is it just on the first turn / action, that you get the extra initiatve. If you get a boost to initiative through the whole combat, it is probably a bug. If you get a boost to initiative through on the first action only, it seems to work as intended. You will get +10 initiative on the first action/turn, and then the initiative will drop to 20 around equal to the soldiers initiative of 16
I think the easiest way is to create your own race, copy the techs you want to edit into the Techs_Race and put them somewhere ex. in the My Games folder. I also wanted to have book techs all the time as Pariden is a magic powerfull race and it is just silly they cant do the book spells. ps. sry for all these post.
I have eseentially just taken the techs I wanted and made it in a new race-file (race=Draginol), where I have edited the techs I wanted e.g. Book of fire and Book of air and Third book. I have also made a file 'RaceConfigs_Draginol.xml' to assign the units to my own race. [code="xml"]- - DisplayName, ShortName, Capital, Description, UnitSkinColor, UnitHairColor, UnitClothColor, Buildi
I have made a file with the name 'Techs_Draginol.xml', which contains the following and is located in the 'My Games'-folder: [code="xml"]- - DisplayName,Description,Image,Color,HotColor,Icon DisplayName,Description - Book of Flames <Description
I solved the problem by creating my own race e.g. copying the xml-files and changing the race etc. I am not at my gaming computer right now, but I now have a "true" magic-using race Draginol compared to the upstarts Pariden. :) If you wish I will try to see what I changed and post it here, if you wish. ps. I edited so that I always had the book of air and book of fire and the Third book. There is a parameter determining the chance to appear.
From Coreabilities.xml the following is written: - - Immune to Magic Unit never fails a spell resistance check Ability_ImmuneToMag
Regarding Shrink I have also experienced this error.
well, i haven't got my daily dose FE yet, so my brain is not functioning yet (sleepy) ... [e digicons]|-O[/e]
this has already being reported. And this is not limited to .915. It was also in 914.
I have also experienced this in .914.
I think I read somewhere that "Immune to magic" was a boost to spell resistance with +100 points e.g. giving the chance of (spell mastery - spell resistance = chance to succeed). Some monsters have 120 in spell resistance. I may be wrong and I cannot test this out today so if someone could test this, it could be clarified.
I believe that "Immune to magic" means +100 to spell resistance. As such it is only to non-damage spells like slow, shrink etc. they are immune to unless you have a very high spell mastery. Fireball, fire dart etc. does not use spell resistance, as they have their own "fire resistance"-stat. Therefore the "Immune to magic" only protects against slow, shrink etc. I also believe they are immune to Titans breath.
The refined techs as StevenAus said, is used to spend your research points, when you are finished researching everything else. As such you can research the refined techs infinitely, meaning you get the bonus everytime you are finished researching them. For example refined agriculture gives you a bonus of +5 to food per grain. Researching this for example two times gives you an additional 1o food per grain to your cities. As such you can use refined agriculture to get your cities to level 4 or
Furthermore the spell can also be used to block other players from building cities. If you do not want a lot of cities, but you still do not want the other players from building more cities, this spell can go in and block the area. I agree it is overpowered as I can cover every tile on a large map with this spell - preventing the computer from building cities or reaping resources. I can also scout an area and later on cast this spell if I want a particular resource I di
- Wealthy (Sovereign starts with 150 gildar) is too weak and should be "+ 25 % gildar per turn" I just believe that 25% is too strong, especially in late game. More resonable would probably be 5 or 10%.
From the article linked in #19, it seems there are new features in the coming betas: - (a lot) of new spells, Tidal Wave, dispel magic, on city - Weapons will have more abilities as already mentioned by Brad in other posts, swords = counterattack, axes = backswing, spears = cancel out other weapons abilities - Seems that pikes are good against horses, or it is indicated that specific weapons might be good against specific units, From the article: " Alternative
[quote who="Lord Xia" reply="1" id="3103446"]I don't really even understand the concept of troop size. What exactly are we researching? "You know guys...I was thinking...our troops are pretty good, they work pretty solidly in groups of three...but I was thinking that they would be even more powerful in groups of five." "What?!? Five? Is that even possible? How could five people work together to kill things?  
Can you dispel spells e.g. enchantments on champions/cities. For example the AI often cast Curse city, Antipathy on cities. Or do you need to cast the "counter"-spell like Bless city.
[0.86] If you have managed to get a level 5 city you can see below, what you can get. Again this might be obsolete with a new beta. City Level Up buildings Note that at city level 2 and 3 there are only 5 buildings e.g. you will always get to choose among these buildings at city level 2 and 3. Level 2 (50 food) 1. Merchant Merchants produce +2 Gildar per Season 2.
[0.86] Regarding food and city levels I have made some calculations based on Manii Names contributions and from the game files. Of course this will probably be obsolete, when a new beta comes out. Food improvements (+60 food, 25%) Bakery (+10 food, +1 grain, CLU3) Dock (+5 food, 10% gildar, River) Garden (+10 food, CLU2) Granary (+20 food) Pub (+5 food, 0.5 growth)<br /
ok, thx for the reply.
[quote who="kapeman" reply="51" id="3101559"] Quoting Manii Names, reply 46 Quoting kapeman, reply 45Although, shouldn't Stardock be documenting how the game works and how to play it. That would be definitive. I expect they will, when the game is finalized. Based on Brad's comments about Beta 3 and Beta 4 I don't expect that to be for another 6 months or so. In the meantime we'll make do with threads like this. &nbs