jimkirk
Prince
i keep crashing just when the mod is about to start.. how do i remove old evrsions?
i keep crashing just when the mod is about to start.. how do i remove old evrsions?
I haven't got to play Fire much but I got a crash a few turns away from the savegame I'm posting. I hope you guys can figure it out
I'm playing as the Bannor, which reminds me, my Guardsmen got the 'Iron Weapons' promotion (+2 str, +10% against bronce) but they still have 3 strength. Am I not doing something to get that boost?
Here's some feedback on the little I played the Fire phase...
I got the impression that the Archers' defense rating of 4 is a bit unbalancing, specially considering that it is a relatively early unit and that the most powerful offensive units available that early on have an average strength of 3. In my humble op, a 2/3 strength for Archers would be more balanced.
Also, I don't really understand why I get a diplo penalty against neutral civs for being good...
In the city screen Spirit Mana is classified as aresource, along with cows, corn, etc. I just thought it would be cool to have all mana sources in a separate column that way it's easy to see which ones you have (and decide what nodes to build).
When he opted to play as Hyborem instead of his old Civ, everyone turned into Hyborem. So we had a four-man Hyborem team all of a sudden.![]()
Imagine my surprise when one moment I am peacefully fiddling with my tree-hugging ninja elf rangers and the next my entire map has disappeared and all I see is a gigantic roaring daemon who, on top of everything, is walking off on his own without me telling him to.![]()
Is it only basium that can kill hyborem? Ive killed him hundred timesMy host of einherjar is in lvl 13 and my sphener in 25
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Two quick questions:
1. Does anyone know what Mokka's Cauldron does (besides give +2 Culture)?
2. When a city is razed, the Armageddon counter goes up... unless it's razed by the Infernal (due to the city's instantaneous convertion to Ashen Veil). Is this intentional?
I got the impression that the Archers' defense rating of 4 is a bit unbalancing, specially considering that it is a relatively early unit and that the most powerful offensive units available that early on have an average strength of 3. In my humble op, a 2/3 strength for Archers would be more balanced.
Just my 2 cents!
So it shouldn't be that different. If the other civ has iron working and iron then the axeman would have the same strength as the wood golem, but your probably going to be more concerned about the macemen that will be coming at you (and why you dont have iron golems).
I think it just lowers the counter by 5 pts, opposite the Sheaim Elegy ritual.General observation the Elohim (sp) ritual seems a very good way of reducing the counter. The Barabaian built Prophecy of Ragarnok and next turn Elohim Ritual completed and no increases to counter for a significant period of time. Does this mean that it zeros counter?
OK, so i guess you were playing multi via LAN or another network and using simultaneous turns?
It might help the team to know those details.
2Kael: Pray, tell me, can I upgrade FfH 0.16j to FfH 0.20a (or 0.20b) without downloading all 300 megs again? What's the way to do it?