Twohawks

Twohawks

Joined Member # 631272
29 Posts 606 Replies 385 Reputation

[quote]So everything you do to their units affects diplomacy. But! If you just kill a random unit of theirs, little to no penalty (very small), if you kill a pioneer the penalty is a bit bigger. If you kill a Champion its sizable (depending on the worth of the Champion) ... and if you kill a Royal Family member its EXTREME!!! Penalty. So basically, if you accidentally killed their only son without realizing it ... you have an enemy for life.[/quote]

16 Replies 43,964 Views

[quote]especially that one Fallen faction that supposedly can build Yithril bows ... which are Ironically MUCH WEAKER than Shortbows.[/quote] yah I hope the fix empires lack of range and re balance bows a (including adding the missing longbow) hey another idea crossbows for ironeers!

10 Replies 2,128 Views

this sounds interesting ... it could add a nice new layer also have a stat under foreign relations showing -n for units killed.. as the number of units climbs the negative grows until foreign kingdom declares war just to get you to stop killing units heh [e digicons]}:)[/e] i likey...

16 Replies 43,964 Views

[quote who="Tasunke" reply="1" id="2687110"]Horsearchers ..[/quote] yes i can make them... but with out way points then i must manually move them each turn... thats a little more micromanagement then i want.. another possible solution for caravans is to allow us to up grade them with weapons and armor to simulate caravan guards .. mind you I am not looking for a simple solution that kills anything on the roads just something that eliminates the need to c

6 Replies 5,112 Views

at least with kingdoms you need to research fortifications under warfare that teaches you the raze city skill then select city to raze and press the x key on keyboard. not sure for empires.

1 Replies 321 Views

I would wager it will hit a level similar to Civ as the years go by... the things in this game hints at to t what the tool set will offer (let alone the nice lil previews give us).. remember this game is but the first iteration of what can be done...i cant wait to see whats available 3 or 4 months from now once all the modders get their evil lil hands on it! (not to mention what stardock has in mind itself!)

37 Replies 21,839 Views

with the advent of re-spawning monsters we need to be able to establish some sort of patrols to help keep our roads, structures and cities safe.. 2 things come to mind quickly. 1) special unit much like caravan but for guarding caravans/ patrolling roads.. this should be city structure that sends out guards with caravans and have several levels of this improvement much like adventure level.. ability to rasie it equal to current world creature spawn level... these advance

6 Replies 5,112 Views

yup its out ... at least as far as everyone getting it.. I am not sure if some kingdom or empire race may get it as a special (ala the slag pits) ... every start location is supposed to have fertile land nearby for farm.. that requires no research...

6 Replies 2,075 Views

[quote]Others require you to click on the resource within your zone to build on them.[/quote] I believe this only happens when the resource is not considered adjacent to the city (i.e. several tiles away from built structures..) If this is the case I do not find it a real issue.. I actually like that when i simply want to build on a resource i can skip clicking the city build button as this is one less click...

4 Replies 2,182 Views

one of the most outstanding forum features I ever saw as ignore user.. This tool i encountered on the city of heroes boards was awesome ... iirc the posts from said ignored users simply showed up as text saying you are ignoring this user... man we need that here... mind you there are very few people here i would use it on (only 1 atm) but man oh man I wish we had it....

4 Replies 19,664 Views

[quote]Quoting NullAshton, reply 17 Here's one idea I had that would give more flexibility. Action points = Move Number of action points it takes to move one tactical tile = 1 Number of action points it takes to attack once/cast a spell once = Action Points/Combat Speed Number of action points it takes to counterattack = Half that to attack That way, combat speed is the number of attacks you can make if

274 Replies 393,441 Views

no I do not get a vote as I am not a resident of Detroit... I merely said i would support the issue of medical marijuana if it was passed by popular vote...

248 Replies 893,402 Views

Ok for the record the issue is only to legalize medical marijuana use... see here it in no way is about support drug use for other purposes... While I won't post my feelings on drugs as a whole... this I can support.. if the issue is voted on and the majority support then I to will support it... oh and btw I am a resident of Michigan and live 72 miles from Det

248 Replies 893,402 Views

Actually the typical broad sword weighed less, was shorter, and had a wider blade then the typical long sword.. While the (long sword a.k.a bastard)was designed to provide the 2 handed option for more power. below are common statistic about each blade. I believe the swords in game are based on these.. The Medieval Broadsword ranged from 30 - 45 inches, weighed between 3 - 5 pounds, and had a two-edged blade measuring 2-3 inches wide at the base which

7 Replies 1,624 Views

Here's a question once a party of units (4) is wounded (now 1) how do we get them back to full strength? If we have no mechanism for this we need one.. right now disband and recreate is only option.. he is a idea, while in town add a restock/resupply fee (appropriate costs mats, pop, and coin) as long as town party is in has appropriate structures (archer needs archery range etc) and of course have it take a few turns... just my thoughts on matter..

7 Replies 5,952 Views

hmm either they need to remove the earth shard requirement (as it was in 3) or make sure that when we play maps with islands/multiple continents we always have a beach, earth shard or both.

15 Replies 10,032 Views