Just downloaded. Verifying files now. Time to get yer game on!
Brewskin
[quote who="Burress" reply="50" id="3360806"]I think with that analysis there would be very few who would. [/quote] I'll still take the traits, but only on certain builds, such as a Brilliant Altar General Mage with Air 2, or a Trainer Commander. I tend to play very long, epic paced, dense everything games, so will be able to get the most out of them.
[quote who="GFireflyE" reply="11" id="3360645"]or both existed and you don't know which one will end the game...[/quote] I like it.
It looks like the Spectral Chain, just found a suit the other day.
It's still a weakness because it is weakening the Might trait, I would never choose this combo.
I don't think this qualifies as a bug. Personally, I don't see the point in taking a trait that directly weakens another trait, seems counterproductive. Thus Clumsy is my typical weakness of choice, or sometimes Cruel, if I'm not using Rebels as the faction weakness, and depending on the Path I plan to follow.
Nice analysis JoeBall, very useful info.
Er, yea, should have checked what I wrote, had magic on my brain I guess.
Always check for special abilities before entering battle, and never auto battle a Banshee. Learned that the hard way. I like that they are magic immune, feels all the better when I do take one down.
[quote who="justbegladnow" reply="8" id="3360593"] I don't know how practical this is but...in games in which the Master Quest is not a victory condition, could the map generator replace the pit of lost voices with some other wildland for more variety?[/quote] I'd like to see this as well.
+2, like this idea very much.
Getting a tribute demand from a Quendar AI, and seeing his army parked right outside the borders of my best Conclave, while my main army was halfway across the map. I paid.
Immortal Codex is supposed to grant the ability to build shrines for each of the shard types, as well as the Guardian Idol city improvement. Resoln starts with Adepts, which gives them the ability to upgrade to shrines without researching the tech, can you build Guardian Idols? If so, then it would appear Resoln is getting the Immortal Codex tech to begin with, not just the shrine part.
Sweet! Guessing that I can overwrite them with a different trait as well? So, if I'm understanding this correctly, it generates 4 for each custom sovereign, but isn't staying locked into the 2 initial picks unless you play the game in one sitting. Is this happening for stock AI as well, or are they locked into just two traits I wonder?
[quote who="davrovana" reply="9" id="3360006"] Quoting Gandalftheredskin, reply 7 Would an option for the player to set these traits be possible? Once you create a custom sovereign, you can change these in the sovereign's .xml file. The traits refer to AITraitTypes.xml. You can looks at the definition of the traits, and set the ones you want in the sovereign's .xml file. [/quote] Thanks D
I've been puzzled as to why this wasn't a permanent feature here, as most forums I frequent have clear guidelines for such. Good idea imo. I'd add a permanant "Reported/fixed bugs here" thread to that per version, save on unnecessary postings.
In my current game, the Quendar custom AI demanded tribute from me, and I almost turned him down. Luckily I noticed the full stack he had sitting just outside the border of my undefended, nearly developed Conclave, and decided maybe I could spare the gildar. Coincidence?
+1 to some sort of in game nod to Parrottmath, Lord Reliant's idea is a great "insider" joke. Maybe add the quest to the scenario, and make the bad guys pirates since boats are usable.
[quote who="Lord Reliant" reply="88" id="3359724"] I've been playing a game with .92 and I can say it's release ready except for some bugs, grammar and tweaks. Are there some improvements and bugs to squish? You bet. But it hits the mark for release-ready. The biggest dings against Fallen Enchantress have been addressed (lack of fun with strategic combat, prone to easy abuse, lack of tie-in with cities, etc.). Can't wait for 1.0 and beyond! [/quote]
[quote who="Derek Paxton" reply="6" id="3359691"]I suspect its a custom sovereign with the expansionist trait that I removed from Procipinee.[/quote] Would an option for the player to set these traits be possible? Also, and reported in a separate thread, the AI traits such as Expansive, etc. are resetting when loading a saved game.
The traits assigned to AI sovereigns, such as Proud, Militaristic, Isolationist, etc., reset when a saved game is loaded. I'm guessing this is not intended.
[quote who="cwg9" reply="7" id="3359009"]I am really starting to think that the henchmen are such a great feature that they should make them available to all the factions and give the Altar blood some other unique ability instead.[/quote] Definitely some merit to this idea, imo. And yea, don't use the stock henchmen, making your own specialists is so much better, and a lot of fun. Try making a commander, a mage, and defender for your main armies, last game I ha
Just tested this in-game, first with a custom Altar faction from my current playthrough, then with the stock Altar faction. Henchmen, and all of their pre-made templates, are working in .92. You could try to use ctrl-r to max your research as a test, then see if they are buildable. As for the spellbooks, the spell schools for henchmen are very limited, but you can give them the full complement of spells via the Decalon or found spellbooks.
I'm very hopeful that we can eventually achieve something along the lines of Civ's excellent Fanatics forum, with games of the week, the month, HoF, etc. Along with all of the different play modes Civ allowed, such as One City Challenge, which I loved, the games and competition sponsored there kept me thoroughly engaged in playing that outstanding classic. Great idea Naidrev.
I'll agree that some of the races are underpowered in comparison to others, notably the Tarth, but Altar isn't one of them IMO. Even if the XP bonus is a bit low, 10% from the start of the game adds up quite a bit, especially when coupled with other XP enhancers, such as the General profession and the trainer skills. Rush is an excellent ability, double moves allow you to set up some nice situations, and can save a troop on death's door. Great for impales and battle end