Oh. Misread the issue as spells appearing even if they won't unlock and that sorta makes my last suggestion nonsensical. Derp. Yeah I suppose that would be helpful if the temporary ghost trait is showing you spells you don't have when looking at that trait's spell-list. Maybe have a message that changes depending on the context? i.e. If looking at Life2, you'd see "Only unlocked if Air 2 is obtained" in eye-catching red or something. In Air 2's list
Madcatter
Small suggestion: move spells that won't immediately be unlocked to the very end and have their icons greyed out. Also, don't show the requirement message if that trait will actually unlock it thanks to already having the partner.
Well that's a shame. Looks like they will need some kind of monster level-up bonus then, otherwise they'd do what they do now and become irrelevant quickly.
[quote who="Heavenfall" reply="2" id="3217838"]I'm a bit "meh" about it. All they gain is levels, which really only matters for the units with several members. A dragon isn't going to be more difficult just because he got +4 hitpoints, +2 spell resist and a touch of accuracy.[/quote] Don't monsters get different bonuses? Otherwise what's the point of the level blocks in CoreMonsterUnitTypes? i.e. [code="xml"]
This is a bug? iirc it's in the XML files that Ogre Lairs produce quite a bit of Essence much like shards do. Seems to be intended.
[quote who="DsRaider" reply="19" id="3217568"]This is out?[/quote] Hah! No that would be *checks the download section* ... Umm... wow. That was fast.
It's stickied in Support
[quote who="Raledon" reply="9" id="3217588"]A few questions, since I'm not sure if it'll be moddable, and if not I believe it should: Amount of abilities, ability effect and race effect/name on faction/sovereign creation. - Already is Amount of different stuff that can be given to a custom unit (for example, making a Juggernaut use two weapons, or 5 rings, or two duplicate items, or train more tha
Version 0.951 - Final Save Game [quote]1. Which Faction did you play? How does their late game power compare to earlier in the game? What makes that faction feel unique at this point compared to other factions you have gotten to this point in the game?[/quote] Altar. Their power is greater only because it grows so fast. Whether it comes to leveling units or citie
[quote]You do need the powerful tool known as notepad.[/quote] Pff, low-level garbage. Tremble before my Notepad++! Now if only I could get a Flaming Notepad+++.
Just cobbled together a leveling demon after my Altaran game ended at Level 30 to see how far I could go if I tried. Marigold the Peasant - Altar Altarian Blood General Air Apprentice Life Apprentice (it was either this or Earth) Natural Leader Hardy Brilliant Cowardly Using the ever versatile/useful Rusty Shortsword. Need to start her up but this'll probably suit
In my current game I'm attempting the Mastery Quest presented with the unique wildlands involving the Pit of Lost Voices. However, I'm running into several bad location spawns while attempting it, and have had to restart from earlier saves at least twice now. The first bad spawn involved appearing over impassable terrain. Specifically, the frozen rivers in the Ice Wildlands, which remained even after I slew the boss. I went back to an earl
Many excellent fixes for issues that've been bugging me (pun intended) as well as the oft-suggested improvement to Resoln shard demons.
As the title says. I've had great luck using Ability Options with sovereign traits where you may only select one from amongst a group and wanted to do the same with Faction Traits. However, trying to use the same format only caused the traits to crash the game when selected. I also tried using Restricted Ability but that didn't seem to have any effect. So, is there any way to limit options where certain choices prevent others from being selected? I have a situat
[quote who="ddd888" reply="62" id="3217080"]but i agree that given the chance and once you started questing then you can become unstoppable, but you guys seem to have never tried in real games, ai is not always dumb there arent questing and exploring only if you are at war you need an army, basic henchmen dont seem enough tbh[/quote] Trying it in a Large/Hard game with all sovereigns active on the map. Going in a straight up production/research mat
[quote who="seanw3" reply="58" id="3216860"]Relias would be one of the major factions if Henchmen were less buggy. Those little guys add alot to an army, but I have trouble making custom versions of them to suit my style. The problem is that they have a weak blood trait, a weak weapon trait, a late game quest trait, and an early game defense against fire. That doesn't add up to most powerful faction. Making the blood better and perhaps giving them an entire set of special armor would set
[quote]LORD RELIAS role: warrior (he is a bit a jack of all trades but since he can craft nice swords...) skills: -adventurer weakest skill in game, really lvl 2 takes 2 fights... just useless -altarian blood decent skill synergizes with his adventuring role -starting spells are pretty weak -natural leader instead is really OP but the metagame doesnt really points towards recruiting much, its still better recruit than not -train henchmen, like yo
You need to find Wild Horses and build a stable over them.
Bad humor, blandness of spells/abilities, lack of long-term appeal, only did warfare somewhat well but failed on the fun of empire management, and probably some other stuff I forgot. I only played the demo but the full game didn't look as though it added much more. What it sorta did well (imo): Magic and how spells were cast, multi-tile cities.. and I can't really think of much else beyond that right now. But after what I played I was rather certain that I didn&
[quote who="GFireflyE" reply="7" id="3216535"]Heroes are the most centralistic aspect of this game. Granting your sovereign those two traits should be very expensive towards the building of your sovereign.[/quote] I dunno. While heroes are a major aspect, I tend to find I only need 1 or 2 who I can focus leveling and equipment on. Extra heroes just sit around in garrisons with an Adventurers Guild and/or Arena. I sometimes use them to respond to AI armies when my m
What exactly do you think it's the number of cities which makes the AI weak? I build as many cities as possible and never have a challenge with the AI on Huge/Challenging maps with many AI either. The strongest ones are those who DO spam cities so... I'm very skeptical about your understanding of what makes the AI strong vs. weak.
I found Gods and Kings to be a massive improvement over the original and it's far too easy to throw away over a hundred hours on the expansion. If the suggestions that Paradox does it better are referring to Warlock then... *shudders* That was a horrid game with few redeeming features. My only complaint about Civ5: GK is how there's still no bloody DLL. [e digicons]#:([/e]
He meant Betrayers, the faction ability, combined with Natural Leader from sovereign traits. The first allows you to recruit either Kingdom or Empire heroes. The second gives you -100% costs (free) when recruiting. Basically, it allows you to gobble up any loose heroes. Personally, while I think it's a very powerful combo, it requires you to reach the target before somebody else does and sorta forces you into pursuing the hero line so you get the most benefit you can from it.
This is hilariously overfixing the AIs non-use of Essence tiles.
It's always Trolls that I encounter insane slowdown with. Not that I always get it with them, but when it happens them and their groups are on-screen. It is a very trolly thing to do as it makes combat with them a pain.