That would be a dramatic change to the game. Many things would have to be changed, not just from a coding perspective. It really just won't work. Besides that, I like having my champions on the battlefield. It adds a lot to the game, IMO.
Darxim
Here are my +1 votes: Please provide notification (or option) when non-allied units (no NAP) enter my territory. An "Initiative Bucket" indicator, that fills as tactical combat ticks along, which graphically shows how initiative is being determined and affected by various game effects. Option to remove en
Hold the middle mouse button and move your mouse. You can change the viewing angle this way. This also works in the Strategic view if you disable "Snap Back When Rotating" in Advanced Options. Well, it works either way, it's just it goes back if you leave that option enabled (and it's enabled by default). That option doesn't affect tactical combat, though.
I think that equipment at least would factor into the flavor.
Actually, since the random seed isn't saved, I guess the save/load thing wouldn't work.
How? I can only see their abilities. I've tried double-clicking on them, and... well, there's nothing really else to try. The only way I can see to do it is to save before the selection comes up, recruit one, look them over, reload the save, recruit the other, look them over, and then make a decision.
I think this list'll get more attention than mine, so.... Add the ability to see the full stats and equipment of the two champions we have to choose between on the selection screen itself, or by double-clicking on them in the selection window to bring up the unit detail window.
It's not currently, but it would very much be appreciated if it would be changed so it was.
Yeah, Iron Golems don't have lairs in the regular areas, so he definitely didn't expand his borders over them. I've played games where I've got 500-600 point monster armies roaming my lands, destroying my cities in the first 20 turns. I've just got guys with sticks. I've barely researched two techs at this point. How can I stop the Deadly Earth Elemental army from the wildlands from wiping me out in the first 30 turns? I can't. Y
I should note that 2 is important, not only so you know whose army is there, but also so you can see that there is an army there. In the 3D view, sometimes you simply don't see that there's a monster or some other enemy walking around, and it will catch you off-guard. That said, it would be nice to know if an army was friend or foe without checking them out individually. The color of the clothes is often too subtle, particularly when you play zoomed way out like I do
I've made some of these suggestions before in text form, and I'll make them again here, but first, here's a quick mock-up I did in Photoshop. Here's what I've done: 1 . Added the city HUDs to the cloth map .</
They will also web units that were just successfully webbed in the same turn, so not only are they not checking to see if the target is ranged, they are not even checking to see if the unit is webbed.
I posted one of these earlier, and Derek said that it's fixed in the next version. Hopefully they'll release 0.8 today, or tomorrow at the latest.
I think it's bugged. It's always the same tiles, so it's probably a bug in the map. Like, they forgot to set that tile as traversable. It is pretty annoying. You think you've got your strategy worked out, but no, that flat, open tile is inaccessible for some unknown reason.
If you have a band of heroes, that might be your problem. The XP gain is split between heroes. If you have a bunch of heroes in the same army, they're not going to gain much XP.
Or you can just take the money. I'd often take the money because I didn't have the army to beat the bandits with. I didn't realize it was separate quests.
Scouts just look at things. They don't build things. Having them make outposts would be weird.
That +1 is supposed to be for the XP gain. I'm pretty sure I saw this listed as a fixed item in previous patch notes, but I also think I saw the same thing last time I tried playing a Kingdom faction (which was a couple days ago), so apparently it hasn't actually been fixed yet.
The way to manually place an improvement is to click it once in the build menu, and then move the mouse over your city to select where you want to build it. If you select the improvement and then click Build, it gets automatically placed. There is also a bug where the program doesn't seem to have a time limit between clicks for registering a double-click, so if you select one improvement, then select another improvement, it will consider clicking on the second improve
I thought you couldn't pick up two of the same quest. Every time I go to an Inn that has a quest I'm already on, nothing happens. If I complete the quest and then go back to the inn where nothing happened, then I get the quest that I had completed. Are you talking about Cleave on axes, or Cleave on monsters? Because on axes it's definitely not too powerful. It doesn't even benefit from the swarm bonus, so many times you actually are taking a dam
One of the suggestions to resolve the Pioneer Bank issue, which would also resolve one of the problems the AI has with a population cost on Pioneers, is to bind the population cost to the Settle action. While it doesn't make too much sense from a realism perspective (you could say that people didn't move out to the city unitl the pioneers built it, I guess), it makes perfect sense from a game perspective. It would also allow for an alternative cost to constructing Outposts
[quote who="Leo in WI" reply="3" id="3341187"]Don't forget the little "Zzzzz" in the city list as well.[/quote] That's how I keep track. They could make that icon a bit bigger, though.
Many times in the game, I'll see a lair with a green "Notable Location" HUD icon instead of the appropriate purple Lair HUD icon. I've seen it with Ruffian Camps (although I'm not sure they count as lairs), Great Wolf Dens, and in the screenshot below, Brood Lair, which actually has the word lair in it. I'm not talking about after you've cleared it out. No, it's still occupied. Those guys aren't moving. I know a lair will turn into a
I'd say you can double-click to cast, but it too often uses the second click of the double-click for targeting, so you'll often end up casting the spell on the wrong spot. If they fix that, then at least you'll be able to double-click to cast. That'll remove one step. That said, I agree that casting Strategic spells is a bit of a chore, particularly when you're casting unit enchantments on armies.
Ships are in some pre-made maps, but not random maps. IIRC, there were problems implementing them in random maps. If you want ships, you have to play the pre-mades that have them. Seas aren't completely useless without ships. If you get Raise Land, you can make a path through them at your convenience.