Perhaps the Gypsy Wagon could become (or be part of) a Balseraph Settler?
The main reason it was removed was performance issues, which transcend the unit and are all about the mechanic.
Perhaps the Gypsy Wagon could become (or be part of) a Balseraph Settler?
The main reason it was removed was performance issues, which transcend the unit and are all about the mechanic.
Don't forget, it is possible to take cities peacefully, though of course much harder. Still, even as the Elohim, try playing a whole game without war being declared on you, even if you have the best of intentions towards the ai.
Well, maybe my playstyle isn't conductive to role-playing the Elohim. When the ai asks me for something, I tell them to sod off.
*snip*
And what with Kuriotates AI? they are allways building their cities as near as they could :/ Maybe add some new mechanic - one huge city for 1-4 settlements, so with (for example) 3 settlements you could build the second city, with 6 you can build another... so if you want 6 huge cities - great, but you must have also 15 settlements. Or the second city 2 setl, another 2+3 setl, another 2+3+4... And it should stop the AI from build their Huge citys too near.
18. Added the Create Puppet spell (available to all Balseraph adepts/mages/archmages).
19. Added the Puppet unit (puppets have the casting ability of their caster, model by seZereth, idea by loki).
So I'm surprised no one has asked about this yet. How does this work? Does the puppet act as a permanent summon? If so, is it tied to the caster or just the number of casters?
If it is a regular summon, does that mean Keelyn (sp?) can have 3 puppets per caster (summoning trait) at a time?
Can balseraph Liches create puppets?
If a puppet and a mage are on the same tile, which does an assassin target first? (Mmm, respawnable assassin fodder, finally)
Anything else you care to explain would be appreciated too, this sounds like it could be a really cool mechanic.
There was a bug fix I'd been hoping to see, unless I missed it in your first post. A few of us reported in the Bug Thread for version 2.032 that when you build a wonder giving you a particular building in every city, your cities don't always benefit from all the effects of that building.
Two examples from games I've played:
1) I built the Tower of Eyes, giving me a Dungeon in each city. The Dungeons and their effects showed up in the city screens. When I got the event about Veil and Order worshipers rioting, however, the option to throw them in the Dungeon was grayed out, so the computer didn't understand that that city had a Dungeon, and the city in question didn't benefit from all of the Dungeon's effects.
2) I'd built the Nexus in another game, gaining Obsidian Gates in every city. During a war, one of my cities had its land routes to the rest of my territory cut off. The Obsidian Gate appeared in the city screen, and I was still able to airlift units there, but the only resources that showed up in its city screen were resources connected to it by land, rather than resources throughout my empire. So again, not all of the Obsidian Gate's intended effects were there.
I'm sure this isn't your intent for these types of wonders, right? (Maybe it is, but I'd be surprised.) I think Xienwolf posted a fix for this in a different thread (Xienwolf, a little help? Please?), so I was hoping this would get fixed for version 0.33. Thanks.
So the Elohim, how do you beat a human using them?