MagisterCultuum
Great Sage
Mulcarn Reborn is still locked and it states that it has not been added yet, but it is in the scenario folder and can be loaded directly.
Are AI workers supposed to be able to make mana nodes?
Here are two screens from the Mulcram reborn game I just started, I'm 60 turns in. The team has the tech for adepts and air nodes, no no adepts (not even a guild).[/IMG][/URL]
Yes. I can't recall exactly where I read it, but it's because the AI can't understand how to use combat units (that adpets are classified as) as workers. Hence the AI workers can build nodes as a workaround.Are AI workers supposed to be able to make mana nodes?
Thanks for the new patch! One question though. If the player in a current game (pre r-patch) has archery, but not iron working, will (s)he then suddenly be able to build lumbermills if the game is loaded with the r-patch? And what if it's opposite?
Yes. I can't recall exactly where I read it, but it's because the AI can't understand how to use combat units (that adpets are classified as) as workers. Hence the AI workers can build nodes as a workaround.
9. Strategy text added for all buildable units (woot! this took forever!).
18. Unit specific abilities will be displayed in the unit help text.
19. Cleaned up the promotions lost so that only valid promotions are listed (instead of every unit having all the spell spheres listed).
I like that Blight is happening more now, but I don't like the strength of the effect. I'm not sure how the numbers are calculated exactly, I haven't looked it up, but it seems a little much that most of your big cities will shrink by about half, and a fair number of your small ones will simply dissappear down to size 1.
A Size 5 city getting -17 health from blight alone is one heck of a hit.
Also, and I can't stress this enough, the entire mechanic is very negative. The entire user experience is generally bad. You don't get to leverage the effect, you don't get to kill some big bad guy and take his stuff... you just get to see your entire empire wither over the course of many turns.
I would propose a significantly ligher hit in health, and an up front population loss. That is, all cities get -2 pop, and a small health penalty (half the size of the city, or thereabouts, that decays at 1 per turn like it is now).
This has a much more measured effect in that it will always hurt somewhat, but it won't be that constant pain like it is now. More of a worse version of getting hit with River of Blood. While River of Blood is annoying, 3 turns later you are generally over it. Whereas Blight just makes each turn frustrating.
Another thing I want to throw out there, is a change to Nature 1, Treetop Defense.
Currently this spell is of pretty marginal use. Yeah, it isn't the worst spell (cough, loyalty, cough) but I think it misses what could be a much more interesting tier 1 effect:
Bounty: Creates a "Bounty" building in the city the caster is in (Like wall of stone).
Bounty building gives +1 Food, +1 Health and +10% food carry over after growth.
Of the current group of city pumpers (Inspiration, wall of stone, Hope) there are two missing: One that provides production and one that provides growth. I don't feel all are needed per se, but I think growth would be nice to give people a way to help out new cities (In the same way hope is a great way to pop the first ring of culture, and Inspirations help you get that first great scientist or so during a game).
Another thing I want to throw out there, is a change to Nature 1, Treetop Defense.
Currently this spell is of pretty marginal use. Yeah, it isn't the worst spell (cough, loyalty, cough) but I think it misses what could be a much more interesting tier 1 effect:
Bounty: Creates a "Bounty" building in the city the caster is in (Like wall of stone).
Bounty building gives +1 Food, +1 Health and +10% food carry over after growth.
Of the current group of city pumpers (Inspiration, wall of stone, Hope) there are two missing: One that provides production and one that provides growth. I don't feel all are needed per se, but I think growth would be nice to give people a way to help out new cities (In the same way hope is a great way to pop the first ring of culture, and Inspirations help you get that first great scientist or so during a game).
Maybe not a bug (except for the missing info in the event log), but the Sheaim spell is much tougher now.
I like that Blight is happening more now, but I don't like the strength of the effect. I'm not sure how the numbers are calculated exactly, I haven't looked it up, but it seems a little much that most of your big cities will shrink by about half, and a fair number of your small ones will simply dissappear down to size 1.
A Size 5 city getting -17 health from blight alone is one heck of a hit.