xienwolf
Deity
It has been roughly determined that the reason for some people not getting reagents is changing the default number of civs on the map.
any chance for more reagents?
i've never seen them in my game (in ffh since 0.23)...
The Guardsman promotion is more a disadvantage than anything. Marksmen units show up late in the game, but anyways this part of the promotion is ok. What is not ok, is that a guarsman unit will practically always defend first even if the odds say that another unit should. This means building anything else than melee unit as Bannor is stupid because it will decree the death of your most experienced melee units. Or vice versa it means you shouldn't build melee units. I think that this promotion would work fine if it only was designed against marksmen units, but the rest is really frustrating. If you play for example on level Emperor with aggressive AI and no building reqs., to have a challenge, the AI will come at you with big stacks of units every 2 turns, and all your melee units, even the most promoted ones, are deemed to fall in defense because they will try to defend even with a 1% odd, while the archers are sitting idly and watching them die.
This is a screenshot of a standard map with 9 civilizations (+Basium as of late).
I counted all the Incense and Reagents, there are exactly 12 each unless I missed any.
what I was saying though is that reagents are more spread accross the world because they can be in more common terrain plots, and you can see it from your screenshot too.
yes, i've always used 'blessing' without 'balanced' (- till now, thanks). worldbuilder was the only rescue for sheaim. issue should be fixed, nevertheless.Alright, i just ran through a bunch of mapscripts, and it seems like incense and reagents are actually perfectly balanced so long as you don't use the Blessing of Amatheon option.
The Blessing Option (which all my previous games always used) seems to, without fail, make about 7 incense or so, and 0 or 1 reagents tops. I'm going to post this in the bug thread, since I doubt thats the intent of that option.
edit: a fix for making the Blessing Option work as intended without skewing the amount of reagents is to select "Balanced" resources.
Anyone with fire mana can "pillage" forests by way of the lowly Blaze spell (Fire I). Ancient Forests don't burn as readily as their normal counterparts, but they do burn, and it is quite crippling to surround an elven city in flames...I play the elves almost all the time, and it occurred to me that one thing I rely on, rather unfairly, is the ability to use my Priest of Leaves to plant new forests everywhere, with no possibility of them getting pillaged. I think they should be open to getting pillaged, and a warring civ should be likely to do so, when fighting elves.
Pretty sure that Blessing is ruining it because Reagents is a "super special" resource and it does a check to make sure they are not within a certain number of tiles of any other resource. Hence if almost every spot on the world is within a couple tiles of a nice resource, there is no room for the reagents.
Yes, and this works well in multi player, but I have never seen the AI use blaze on my forests, while given a chance, they certainly pillage anything they can.Anyone with fire mana can "pillage" forests by way of the lowly Blaze spell (Fire I). Ancient Forests don't burn as readily as their normal counterparts, but they do burn, and it is quite crippling to surround an elven city in flames...