Booo. Terrible idea. Ok not really. Good idea. [e digicons]:troll:[/e]
mqpiffle
I do like the fact that they used a simple +X to production for the city levels, but yeah it probably need to be jacked up just a tiny tad.
I just cancelled Oppression and cast Enchanted Hammers, so I gained 4 Production. The UI (bottom left) does not update immediately. Causes mass con-fusion.
[quote who="Kongdej" reply="13" id="3239380"]Wait what? The Eiffel Tower has nothing to do with a "Tower of Dominion", but is merely a construction project more similar to the cultural buildings of Civ 5 (flavour wise), I think anyways. Statue of liberty was a gift to U.S. So I don't think that have lots to do with dominion either . (I might just be a weird piece loving hippie though). That said, I do think the tower of dominion looks like. I dunno a pile of wood com
Crashing every time I've tried to enter a game. Mod extracted into Mods folder, Use Mods on. Overwrite TerrainTypes in English. Tried completely wiping all data in Mods folder an trying again, no luck. Can set up a game, but when I click Play! it's worse than NASCAR. Ok, maybe not that bad.
[EDIT: Looks like I agree with what other folks have said [e digicons]:thumbsup:[/e] ] Here are some suggestions along the lines of this discussion considering most folks are ok with the current standing of the Civilization tree (I've never seen any arguments against this assumption.) This rambles a bit, sorry for that. The Warfare tree could have a Hunting line of techs. This line could introduce certain weapons and armors (bows, daggers, hunting knives, axe,
You're right. I guess the AI never picks an item based off what spell it may apply.
I believe the engine captures the mouse position three-dimensionally at some height above (z-axis) the terrain. If you want more accurate mouse positioning, rotate the camera so you're looking straight down.
Not to be picky (ok, to be picky) shouldn't SpellSubClass be Debuff in this case?
Good thing we are in the "home stretch"; these issues will just magically be fixed!
*breathes hot lava-acid with laser beams all over goodgimp*
bandit lord
[quote who="Supreme Shogun" reply="3" id="3238898"]must be really rare. I don't see assasin demons or death demons anymore either. [/quote] I have both of these in my current game.
Chance to hit = Accuracy - Dodge
[quote who="AlLanMandragoran" reply="1" id="3238863"]lol how did none of us notice this until now? strange times STRANGE TIMES![/quote] You didn't know? [e digicons]*_*[/e]
The tutorials teach the basics of the game with video walkthroughs of gameplay (and a lot of them), which is a really nice feature for the uninitiated. Like Kongdej said, I would wait for release if you want a more stable experience that's not shifting gears on you every week or so.
[quote who="Heavenfall" reply="9" id="3238422"]Stormworld Undead have a spell called Endless Resurrection which can be used on any champion with 3 or more injuries, removes them and renders the target immune to any further injuries. After that, hero gains 50% less experience and can't learn any more spell traits. Oh and it drains one death shard power as well.[/quote] You and your stupid UnitStats. [e digicons]:P[/e]
[quote who="tesb" reply="12" id="3238819"]these spells are barely worth their mana cost (especially in the early game) yet you reduce their effects? Why not add some side effects like +1/-1 tactical movement speed for haste/slow?[/quote] Absolutely not true. These spells, even with these changes, are borderline overpowered. 1 +1/shard initiative change is easily worth 10-20 mana early game, it's that good. You need to remember that the base initiative is 20, so a
Screenshots of my Bloodthirsty Spearmen (+25% attack vs damaged enemies) in melee range of two enemies, one injured and one not. As you can see by the tool tip in the second image, they are apparently receiving no bonus against the damaged enemy. Here are the GameModifiers from CoreAbilities.xml <Ga
[quote]2) When taking up a quest if the reward is an item, it should tell me the item's properties when I hover over them kind of like it does when you find an item. I shouldn't have to wonder whether it's a good item or not before accepting the quest. Same thing goes when you select between 300 gildar or doom club or whatever when you complete the quest. I should be able to hover and see before making a decision. [/quote] It does. Hover over the item and
[quote]1) In tactical combat when I hover over some of the new items added in 0.981 (various kinds of potions), the tooltips tell me how the potion is prized etc. but it doesn't tell me what the potion actually does.[/quote] Like on Bottled Fire it doesn't tell you it actually costs mana to activate it. [e digicons]:thumbsdown:[/e]
Can we PLEASE with cherries and sugar on top get some kind of indication in the UI of which city is our capital?
I like your tactical combat setup solution. Simple yet elegant.
That's for the devs to figure out [e digicons];)[/e] Did you provide a debug report?
I hear you. I'm sure the tooltips could use a lot of work.