I've had that happen but not recently. I think it happened in a wildland
FuzzyGold
Damaging a second unit should only occur when the first unit has suffered significant damage. The idea being that the initial damage allows you to continue a charge through the damaged unit. Should also be an acquired trait that's earned by experience or training..
In the real world infantry does (did?) have a defense against cavalry. They formed a hollow square. A reasonable change would be to give infantry extra defense against (non-ranged) cavalry when equipped with pikes.
I persuaded Verga (of Yithril) to surrender. When looking at his equipment he had 37 leather greaves plus 1 chain greaves and 1 plate greaves, but had equipped only the leather ones. (I've seen this abundance before on other sovereigns that have surrendered.) In addition he had 3 horses and a warg, none of which were equipped.
The algorithm is basically using the difference between current population and the potential population supported by food supply. But that's not how it works in the real world. Real populations grow until they exceed food supply and then individuals start starving or dying from their toxic garbage. Real growth is actually an exponential function dependent on current population. In simple terms, the growth rate is proportional to the current population. So
One problem is that hero acquisition is essentially mandatory. You have no choice but to select one of the 2 and you cannot defer the decision. In one game I was going broke due to wages paid to heroes. I like the idea of having a pool of heroes determined by your fame but you have to pay a bonus to hire them, but they are available all the time.
Nerfing horses would slow down the game too much and that would be very boring. Stopping the turn after a battle already has a bad slowdown effect. Why make it worse?
You can use the Raise Land spell to do some tricky things, like building a bridge.
Regarding #2, the spell of making buildings provide extra shard power. But the other factions seem to get upset when you start building them even though you can't eventually cast the spell.
[quote who="jirkaesch" reply="1" id="3344951"]Beastlord Excellent and creative choice. Gives an escellent opportunity for different playstyle, maybe needs just some spice for late game (i.e. beastlord II trait - enables to tame twisted or even (III) dragons?). DEFINITELY NOT NERF IT.[/quote] Great idea! How about having to earn the extra ability. For example, if you have tamed an umberdroth and a silt skath you are allowed to tame twisted. But make
This hero has hidden limitations. Cannot equip shields. Cannot equip a horse or warg. He's not much use so I'm sending him on suicide missions into the junkyard.
I got 3 requests to attack another faction: Pariden against Gilden Kraxis against Pariden Magnar against Pariden. In each case the two factions had not met each other yet, so theoretically they had no knowledge of existence. (Maybe I'm a little perturbed for not being offered a bribe.) I problem with this mechanism is that I don't get a chance to see if declaring war makes sense.
[quote who="animageous" reply="4" id="3344250"] An engineer unit would create a greater degree of micromanagement and road-spamming ability that is unnecessary[/quote] Present road building by a Commander is terrible micro management. You have to repeatedly move and click Road. Takes forever. Also takes forever to get the Road Building trait. If I'm going to move a pioneer into position to settle a city why not let it build a road at the same time?</p
A mathematician would tell you that the stacked increase is 38%
There is no nation in the world or the history of the world that tolerates unpermitted incursions by troops of other nations, friend or foe! In fact, some wars get started when one nation builds up troops on the border.
My foreign policy is always neutral and not changeable. Would like to be able to express my unhappiness when an empire faction declares war on a kingdom faction. Would also like it if that would have some meaning to the AI. There are a lot of things that could be done with diplomacy but would take a bit of work, some day. BTW It offends my moral sensibilities to play an empire faction. Hope there's a way to design an empire faction that is not evi
logging off windows worked
thanks flagyl. maybe logging off windows will work
line at bottom of main menu says 0.75 That's the only way I know what the version is. And a window from Steam flashes up when I click the icon on my desktop
0.75 downloaded automatically. I think I'm already set up to start from Steam. A transient window pops up.
I can't find any links. There's probably something at Steam but Steam sucks!
I haven't had this problem until today. Usually it was possible to make allies of other kingdom factions. Never been able to ally with an empire faction. I suspect that non-aggression pacts are causing problems. Had to give up on one game since had a NAP with the last faction and could not cancel it.
There's a battleground with a mountain in the middle which is "blocked" (cannot be entered). I often get 3 or 4 units piled on it at the beginning of battle.
[quote who="abob101" reply="6" id="3343644"]But a dude with a crossbow in one hand and a round shield in the other.... how the heck does that work. [/quote] Chuck Norris could do it!!
[quote who="xaltotun" reply="56" id="3342587"]In addition, the further we go into making city unrest a driver for the game the less fun the game will be for some people. Notice the latest unreleased patch increases the amount of unrest based on the number of cities. This, IMHO, is a mistake. I am more interested in the 4X's than I am in worrying about who in the city is unhappy. I realize that this is just one opinion but each of us has our own views of where the game should go.[/quote]</