Demons can breed in the same way as biological species?!!
How did you think they reproduced then?
Or would it be better not knowing?
Demons can breed in the same way as biological species?!!
I don't see any mention of the wilderness or espionage mechanics in the changelog... and those were the things I was looking forward to the most in shadow!
11. Hidden Nationality units can't capture units or cities.
How did you think they reproduced then?
Or would it be better not knowing?
AFAIK in Christian tradition all demons are fallen angels which are direct product of Creator's will. They are immortal and unreproductable.
Actually that was fixed....Hmm, well a bit disappointed by not seeing fixes for the AC increase problem, especially the fact that razing an AV city increases the counter more than decreasing it.
Balance Changes:
16. Razing a city with an AC razing religion (the Ashen Veil) won't trigger a population raze AC penalty.
AFAIK in Christian tradition all demons are fallen angels which are direct product of Creator's will. They are immortal and unreproductable.
But there's always speculation about that wierd bit concerning the Nephilim in predeluvian times.AFAIK in Christian tradition all demons are fallen angels which are direct product of Creator's will. They are immortal and unreproductable.
How did you think they reproduced then?
Or would it be better not knowing?
AFAIK in Christian tradition all demons are fallen angels which are direct product of Creator's will. They are immortal and unreproductable.
But there's always speculation about that wierd bit concerning the Nephilim in predeluvian times.
Kael said:There are 2 kinds of demons. The most powerful were lesser angels in the service of the 8 angels/gods that fell. The less powerful were once mortal's whose souls have become corrupted. From the lowest Mares, to Imps (mages who have traded their soul for power), to the Sect of Flies (false prophets), to the Ruhin (betrayers).
To give you some indication of the power level the Balor are the weakest of the "true" demons (those that were never mortal).
I may have to think about building ships occasionally.Kael said:4. Rangers can't move impassable anymore.
Good.Kael said:51. Shock II, Formation II and Cover II reduced from +80% vs their given unitcombat to +40% (Nikis-Knight).
103. Added the Settlement mechanic.
171. Added the Promote Settlement ability (to transform a settlement to a city).
I still don't like the name Gibbon Goetia. Change it back to Kael Coalbane, or, better yet, Tibbar Etihw. I think thats what I'll rename him.
Looks fantastic! So many changes that its hard to even imagine what a game of shadow will be like. One thing that I don't remember hearing about is:
How will settlements work? Will a settler now create a settlement that has to grow up to a city over time, like Master of Magic (unless my ancient memories of the game are wrong). Will it instantly 'grow up' into a real city from the spell? Will a settlement just be an outpost used to grab resources without the bother of a full city?
I'm sure I'll figure it out in about 12 hours when Shadow is released, but for now all I have is curiosity.
How do you do that? I'm programming challenged. I'm also changing the name of Sandalphon. If the idea was to use the name of an archangel, I think a better one could have been chosen.
Kael Coalbane and Gabriel...maybe.
This is for the sprawling trait which is kuriotates only,
Its becuase they can only have a limit of cities depending on map size its about 2-5, so the rest are settlements, the settlements can only be promoted to standard cities if there is still enough space for an additional city.
also does it cast a random spell from all spell levels because i think it should only be spells that require channeling 3.
Code:def spellReadTheGrimoire(caster): iRnd = CyGame().getSorenRandNum(100, "Read the Grimoire") if iRnd < 10: caster.cast(gc.getInfoTypeForString('SPELL_SUMMON_IMP')) if iRnd >= 10 and iRnd < 20: caster.cast(gc.getInfoTypeForString('SPELL_SUMMON_SPECTRE')) if iRnd >= 20 and iRnd < 30: caster.cast(gc.getInfoTypeForString('SPELL_BURNING_BLOOD_SELF')) if iRnd >= 30 and iRnd < 40: caster.cast(gc.getInfoTypeForString('SPELL_WITHER')) if iRnd >= 40 and iRnd < 50: caster.cast(gc.getInfoTypeForString('SPELL_CONTAGION')) if iRnd >= 50 and iRnd < 60: caster.cast(gc.getInfoTypeForString('SPELL_DEFILE')) if iRnd >= 60 and iRnd < 70: caster.cast(gc.getInfoTypeForString('SPELL_SUMMON_PIT_BEAST')) if iRnd >= 70 and iRnd < 80: caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_UNHOLY_TAINT'), True) if iRnd >= 80 and iRnd < 90: caster.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DEMON'), True) if iRnd >= 90: caster.kill(True, 0)
Has (or will) anything be done to improve the culling logic which the AI uses to disband units? I've seen it make frequent bad decisions with this. The Avatar event being one of the most common instances. And in a recent scenario I gave the barbarians three cities and some advanced units. In each of the cities I gave them Courthouses, Markets, etc in order to help them pay the support costs. It wasn't enough though for they disbanded all three of the Dragons, Pitbeasts, and Ogre Warchiefs. But they left weaker units and built Axemen and Archers!?! And in one game they disbanded level 6 Hill Giants but built the Pact of the Nillhorn and kept their level 1 Larry, Moe, and Curly.25. Added a block to keep the AI from disbanding heroes (or any unit that doesn't require military support).