Dont think slave master increases grain... atleast not in my version of 0.86... But the ai part... sounds silly, your sure razing have no impact on the terrain?... I do know it sounds very silly that the AI have improved grain and metal in theyre cities, especially since I conquer them and keep the upgraded amount (I checked when I had taken the city, and when I could build a new city, I did check for special buildings.) But ty for the info, these kinds of information would be
Kongdej
[quote who="Satrhan" reply="47" id="3115283"] 3) Ability to manipulate the zone of influence for the city. Essential in my opinion... This will likely still be possible by 1) leveling the city to increase it's area of influence, 2) building a new city (I think minimum distance can become smaller now), and 3) building outposts. [/quote] So you want smaller but more cities, how will this increase the factor of more wilderness if you just have smal
[quote who="Natjur" reply="1" id="3114366"]You are using 0.86 right?[/quote] Yep... Havent found an update button tho, so not sure if its the latest ^^ Sincerely ~ Kongdej
[quote who="Lord Xia" reply="21" id="3114930"]It would make sense that a tile is at least a couple hundred square miles. 10 x 10 mile square is pretty small part of land, but pretty large area for a city in medieval times to take up. And then if you consider how long it takes to walk over normal terrain, I wouldn't put 62,500 square miles out of the picture for each tile. Think about it, how long would it take to travel 8 squares? 1 year? That's
[quote who="Trojasmic" reply="50" id="3114222"]Dudes, he's joking about the 1 tile cities. They are not changing to 1 tile cities. April Fool's Day is still a week a way and you're already falling for it.[/quote] Aprils fool's day does not exist *wave of the arm*... Sincerely ~ Kongdej
[quote who="Tasunke" reply="35" id="3114790"]I think that there should be no multiplayer 'bonus' for finishing the campaign. Maybe playing through the campaign could unlock an extra faction, or an extra race, or a few more options in the "Custom Factions" screen ... but it shouldn't give any actual BONUS to multiplayer/sandbox unless that bonus is simply more options ... In the spirit of unlocking new Racers in a racing game, or a fighter in a fighting game,
[quote who="seanw3" reply="4" id="3114796"]Infirmary would be a more logical choice for injury healing. I forgot to put it in my mod, but I will put it on the list for the next update. I already made the potion available from the Apothecary.[/quote] Not sure what you priced it, personally I would like to see wound healing to be priced off the amount of wounds, and either be rather expensive or take time (so I will still care a lot about deaths, especially untimely deaths). Hop
I cant see a problem with bears, I like that it forces the player to think about attacking (should be a newbie warning though, or some help in the tutorial to make new players look for abilities). (I usually engage bears, only when i have 5 or more dodge rating). - Obscuring mist can help too. Havent picked maul because of the dodge debuff, all my champs seem to have more dodge than damage xD (not exactly, but I usually have lots of dodge on melee characters, to help mitigate damage,
I like the point all the races are available, for a custom race. That said I agree with Natjur. Sincerely ~ Kongdej
[quote who="joasoze" reply="12" id="3114842"]I do see that sometimes the sovereigns have 5-10 injuries, so I do know they fight (and not very well). Not sure how much that is monsters or who much that is down to warring other factions.[/quote] Can a sovereign take injuries, I only see theyre heroes with injuries, though (im playing on normal) it seems they try to gather all the injuries for some secret acheivement :) On a seeing note, I hope that with the current cost of pione
I like the idea, but I still think the picture should be slightly different instead of just a different colour. (like a soldier with arms crossed, instead of a soldier ready for battle, just a thought. Sincerely ~ Kongdej
Savoy, personally I would say you should post them, because if the devs know about them, then they can state so in your post, and you made sure they were aware :D. Sincerely ~ Kongdej
[quote who="Frogboy" reply="1" id="3106760"]There's still months of beta ahead. Pace yourself, my friend. [/quote] But the game is so awesome! even in beta. Sincerely ~ Kongdej
[quote who="seanw3" reply="1" id="3114153"]Why in the gods' names would you want to do that?[/quote] Funny that was my thoughts, though I would probably try to put it a bit nicer :). Sincerely ~ Kongdej
Arh another of these nice posts the devs seems to skip I agree that while the tutorial is nice, it is greatly lacking! Also agreed on keybindings, want more of them, and want to view and change them! To help you out: Icons: Green Chest = Some loot your heroes can collect. Purple Dragon = A monster's spawning hut/monster lair these lairs (I think?) spawn monsters, which in case at
For the unit bug, it is not showing the incorrectt number, since the design window says the amount of crystals needed PER Unit, that is the smallest group of units you can create is 3 units, which means 4*3=12. This should be clarified in the design window, agreed. You can also see the total cost when trying to create the unit in the training window (hidden somewhere with small numbers). Cant help with the build many cities bug, the game seems to crash alot after playing so
Hm strange, I had it work, even though it is farely useless in my oppinion, tried to keep my sovereign at home as a governor type hero, when my 6 heroes reached lvl 7-9 my sovereign was lvl 4-5, so there are alot of oddities with warlord. Sincerely ~ Kongdej
[quote who="James009D" reply="20" id="3113948"]Just thought I'd comment and say that Fall Further from Heaven (an excellent mod for Civilization) had buildings you could construct that gradually gave unit's XP for being stationed there (akin to passive training) up to a certain level. This rewarded players who constructed these buildings and gave a way to revive old unit's who didn't necessary benefit from the initial Barracks upon training. Basically, uni
[quote who="seanw3" reply="2" id="3113898"]The AI is attacked by monsters as much as the player. The difference is that the AI knows the exact parameters of when a monster will attack, whereas we do not and thus are attacked more often. The AI is building crap units because it has too few unit designs to work with. You can make lots of unit designs for each faction to increase the quality of enemy units. It also probably cannot upgrade units and does not have a good enough economy at the time
[quote who="Malsqueek" reply="18" id="3113305"] Quoting Cyrecok, reply 16It would be nice to be able to choose level that unit starts with. For example if you want to get unit with level x then you have to pay for additional production cost (unit production takes a few turns longer): level 1 = 0 production cost level 2 = 20 production cost level 3 = 50 production cost level 4 = 100 production cost level 5 = 200 production
The spells Lower terrain and Raise terrain (or is it heighten terrain? along with create mountain should have better and cleaner graphics, Especially when used around shores and mountains. If you use them in mountains or mountain ranges (to make the mountain passable) you will disable yourself seeing where you are able to walk due to mountainsides and mountaintiles being improperly represented. If you use said spells near shores it makes the water graphics blend with the land
There should be some decent UI interface when huge amounts of stacks are vacating the same spot, even if there are 2 stacks I want to see that Death Demon hiding beneath that spider! So I won't be slaughtered in the turn the Death Demon have turn after I killed the spider! :) Meaby a little dot system below the stacks, that appears when there are 2 or more stacks in the same spot, that would be 1 dot for each enemy in the stack, (this way I don't even have to click the unit so
Hi there, I have through a few campaigns decided to raze those stupid AI cities and build my own proper race all over the place (cities need race ;)). And I find big problems with degraing fertility in the square the city vacated (checking city attributes and the new spots fertility), and in some cases I am not even able to rebuild a city on that spot! thats really frustrating!. Sometimes they have build cities so close that I cant rebuild them (cheating much?). Hope you guys
[quote quoting="post"] 1) How the hell do you cast a spell not in combat? 2) How do you advance in one type of spell casting? I only ever get offered level 1-2 in a few areas to learn. Is this really that random? I have 5000+ mana and can't see how to use any enchantments except combat spells. 3) Can you bring back the hero stat distribution system from EWOM along with this new skill system? I would like to distribute maybe 2 skill points a le
[quote quoting="post"] 5. More variance in the tech research. We need more options. I would like techs that exculde eachother and other goodies. If I commit to the lord of fire and research fire shield tech (gives a few fire spells) then the lord of wind will not grant me access to the tech air travel. You get the picture 9. More passive abilities. Take a look at Kings Bounty and all the abilities that the units have there. I would like passive abilities like Horseslayer (+5