loki1232
Loki
Kael said:You got it.
Do we know when it will come out?
Kael said:You got it.
loki1232 said:For the first time I played a game as the Fellowship and i noticed a way to abuse the forest planting ability.
I have a forest, and in the same turn tell my apprentice to start chopping it down, and my elven archer to start planting a new forest. The total time is only 24 turns, which seems too powerful.
Also, what does Gaurdian of Nature do?
The strategy text seems totally incomplete.
loki1232 said:Do we know when it will come out?
Kael said:Yeah, I needed to include a disabled tech so I could tie some things to techs but I never actually wanted the players to be able to normally get them. So I created a Tech called Never and disabled it (which is why it was red). I wish they wouldn't display it but I dont have much choice about that.
Zurai said:Helpful tip: You can assign negative numbers to the y value of a tech's location. -1 makes it go off the top of the screen, and while the tech chooser will scroll vertically downwards if you have a tech box down there, it won't scroll upwards. Placing a tech at -1y effectively makes it invisible.
Kael said:Horses should be revealed with Animal Husbandry, that's what reveals it in my games.
ogredpowell said:Just registered!![]()
This mod is awesome kael. Thank you for putting in the time to make it.
I was just wondering, are there any plans to add more 'unique' units to the mod? Ie, more units for the different religions, such as archangels for order, maybe dwarvern clansmen for Ruins of Kilmorph, etc. I know itll be a lot of work, but it would make each religion even more unique, which is what makes this mod so great.
Regardless, awesome mod, and thanks for putting all that time in!
I agree. There should be a use for siege weapons.Normal siege units (catapult, cannon) are totally useless now, I never build them OR the Siege Workshop (OK, that gives the Chariot too, but I just stick with Horse Archers).
I feel the Mage-type units should have their bombard abilities removed and keep only their spells, with Adepts getting some weaker spell like a Magic Arrow (as someone said already).
I'm against giving the Spells bombard ability, they're fine with the straightforward collateral damage they have (Fireball). Picture it: you're throwing a Fireball, then you stop it at the city border, order it to Bombard... and then? Attack anyway, giving it a second effect? Or does it disappear? Or sit around till the next turn?
Naaah, give the Bombard to the true Siege units, giving an incentive to build them and make the Mage line into pure Spellcasters.
edu2003mdq said:I, on the other hand, was surprised to see several mithril resources appear in my territory and later found some more in new conquered territory...![]()
Dragonlord said:And it happened on researching Mithril Working, as per description?
I dunno why I never see any Mithril in my games.. zero, zilch, nada!
Snake Pliskeen said:This mod is awesome, it's really the best I've played until today.
However I wanna say my opinion about some possible improvement of the game.
First of all the speed of the game must be wrong. Last game I've played I was discovering technologies very fast (every 2-3 turns), but it was almost impossible to built new units because it takes long time before u can built all the city structures as training yard, archery range, barracks and stables. At the same time u want to expand your empire building some settler and the only thing I could do was upgrading warriors to archers after built some archery range and this was made around 1600 a.c. So, my suggestion is to slow down a bit the game.
Second suggestion, why dont give to each religion a specific peculiarity, as for example, some bonus for military production, some bonus for health in the cities, etc. ? In this way your choice about the religion to convert can change your game strategy.
I was thinking this bonus should be: Runes of Kilmorph (+2 hammers for a city with this religion), Fellowship of the leaves (+2 health for a city with this religion), The Order (+2 gold for a city with this religion), Octopus Overlords (+25% units production for a city with this religion), Ashen Veil (+2 research for a city with this religion). This bonus are applied when the religion is the state one, to avoid the possibility to spread every religion in every cities and exploit all bonus.
Thanks again for your wonderful work, I enjoy it so much! Bye