An advantage of Henchmen is that they don't reduce the XP champions and Sov's get after a battle. (They draw from the ArmyXP pool instead, competing with other trained units for XP.) As I look at the Henchman design screen for the first time, I notice the addition of spell traits- something I'd never seen for other unit types before. And it occurred to me I really have no idea what limits there are to Henchmen growth. Thus, this post! Now, from reading other posts, I under
The_Apprentice
Good to know- and my mana comment was directed towards sacrificing the population to make mana. So, mana in addition to the normal output of a city. Unless there is a way to sacrifice citizens to make gold and research as well? I'm still pretty new to this game...
I'm interested in knowing the fine details as well. I have noticed that the original/brood stack becomes more powerful over time, gaining levels and additional creatures in some cases.
Ah, thanks. It looks like a line just got deleted from the Heroic entry. 2 That line is present with other abilities that cost two points, like the spellbooks, but Heroic is missing a cost entry entirely. Inserted it and the game thinks it costs points again.
Heavenfall helpfully noted in the DLC thread that: "I believe you can turn on normal spawns of resources and monsters by changing 1 into 0 in the map file." I'm about to start a fresh game with 1.10 loaded, and I'd like to use one of the DLC handcrafted maps. But I'd also like to have dense monsters and max random events (haven't seen many yet). But, if I alter the special map setting as
Starting with a +20 dodge on your Sov is pretty impressive, yeah.
Assuming it is NOT intentional (and I don't see how it could be, myself) what file to we alter to fix it?
[quote who="Kalin" reply="7" id="3294142"]That's no longer the case. Tax is now based on city level (the hub provides the income). The OP is correct, the actual population no longer matters after you gain the city level (this actually applies somewhat to lower levels as well as lv5 - if you know you can't get to lv5). This is something I pointed out during beta 4 when the system was changed, but no one else seemed to care. As it is, you want to cast your +grain and +food spells so tha
Well, I'm about to start an Empire faction for the first time, so I'll keep an eye out for Death Archmage. ;) A growth per turn of 10 is useful for that, then? I looked at my old savegames, and I sadly overwrote the game where I had multiple level 5's of the same city type. Within Conclave level 3's and Town level 4's, they all seemed to have the same number of freebie garrison troops.
I had thought that population added some sort of passive bonus to gildar/production/research, separate from the City level. But, on re-reading the manual and looking at several level 5 cities, it doesn't seem like a population of 2k would be any different from a population of 1.5k? I did a search, and some (older) posts indicated that population used to provide a bonus distinct from city level. So, to clarify, is population meaningless after a city hits level 5 in version
I have noticed that when the world map is silent, clicking on the another screen will often result in music for that screen showing up instantly. For example, escaping to the main menu will play the title screen music. But returning to the World Map results in silence again for an indeterminate period of time. I'll trying just maxing the volume on the World Map next time, to see if I can hear anything.
(@JJ- yep, that's me ;)) I ended up using an Ancient Crow Elemental as a sidekick for my sovereign last game- basically a free titan's gust every battle. The Crow reached level 18 or so, but even then it felt underwhelming. And for Movement Point reasons, I couldn't see attaching any other elementals to my main force.. they are just too slow. So, after a full game of using bound elementals, I agree that even the ancient ones don't feel very useful in the late-
Ah, thank you! Is there a page in the manual that lays out the different blood bonuses? Did I just not read the Mancers tooltip well enough? It's a pleasing level of extra depth/differentiation, and I'm surprised I haven't noticed a list of the differences yet... Is the wraith blood +3 mana per kill trait (available thru unit creation) also limited to just wraiths?
Ah, so the Obsidian Shield quest should be repeatable once I start a new game then? Thought I had altered the file before the new game, guess not. Heavenfall, is it just happenstance then that making a quest non-repeatable during an existing game has prevented the quest from popping again? Because I haven't rec'd the farmers with icy crops mission again, and I altered it during my current game.
Please do show your XML. I wanted to make the "Obsidian Shield" quest repeatable, and thus changed " 0 " to " 1 ." I haven't had it recur in a game yet, and if there is something else I'd need to change it would be great to know what that is. Here is the XML for that quest, if it matters (with the Repeatable line already altered): [spoiler] &n
I've been able to make quests that repeat STOP repeating by changing this line " 1 " to this line " 0 " in a few quests, like the Naja Brood quest and the Farmers who have their crops frozen. It sounds like you changed the 0 to a 1 with the Garrote quest, and it didn't work? Is that correct?
[quote who="Chehalden" reply="73" id="3293421"]I thought i saw talk of the people who pre-ordered WOM would get this map pack for free. Am i simply mistaken (which is perfectly fine) or am i missing something?[/quote] Frogboy has said that those who pre-ordered WoM would get FE and the first expansion for free. He's clarified that the "expansion" is the large content pack slated for early/mid 2013, not the DLC's (which are much, much smaller than the expansion w
Thank you for that very detailed explanation. Elementals have started showing up according to the rules you outlined. Since I hadn't lost any of my original elementals, the only additional elementals I was ever going to get were new Ancient Class ones- guess I was just too impatient, or the game had to restart, or something. Anyway, I now have the expected 3 ancient mirror elemental and 3 water temples, so thanks everyone for explaining!
A related question regarding road availablity- can any unit but heroes create roads one tile at a time? If so, what is it and can every faction access it? I was surprised there wasn't a "trailblazer" type spell in the game, since we can turn mountains into plains.
[quote who="Heavenfall" reply="67" id="3293284"]I believe you can turn on normal spawns of resources and monsters by changing 1 into 0 in the map file.[/quote] That sounds like what I've been looking for! Question though- does it overwrite the hand placed things on the maps? IE, will there no longer be the named Wildling Shamans on certain camps? Or does it add your settings, working a
Hah! Well, good to know it's not just my game. I looked in the quest XML, and there appears to be another "Free Prisoner in Tower" quest the results in fighting a demon. I've never encountered that one, either. Has anyone, by chance? (I did play a game with the wanderlust trait, and must have completed upwards of 200 quest maps in it).
So, I encountered a quest where you are given a choice to free a prisoner (former apprentice to a Dark Wizard) or leave him be. I freed him, and he says that he can teach me the confusion spell. But it doesn't show up on the champion who freed him, or my faction spellbook. Is it a bug, or am I not looking in the right spot? Thanks to anyone who knows!
Well, I only have 2 games under my belt. But in each game I was fairly active in the diplomatic screen, and the AI never had thousands of knowledge to trade in any category. The most I saw was low hundreds (like 182, for example). If the AI has tens of thousands of points in your game, I'd say something wonky is going on. Silly question, but are you on the current patch/no mods? Going by the "Knowledge is generated by 10% of a techs research" rule outlined above, it
As the title says, sometimes during play I will have no background music on the world map for a what feels like a minute or so. From looking (but not changing!) the XML files, it looks like there is supposed to be a layered music scheme to vary up the background sounds. Is the silence intended? If not, is anyone else having this silence thing, and how do you fix it? Thanks! PS: My audio drivers are up to date, if that matters.
[quote who="Kongdej" reply="7" id="3292512"]Ok, I went through the trait list in the core file and wrote it all down Path Of The Defender: (+20 Weight capacity, +2 hp per lvl) Minimum lvl: 4 Stun: (Allows the unit to use the ability Stun: normal attack that also stuns the target unless it resists) Prereq: PathOfTheDefender Resist Cold: (+50 resistance to cold) Prereq: PathOfTheDefender Resist Fire: (+50 r