[to_xp]Gekko
QCT junkie
post general ideas and suggestions here 
Malakim Lightbringers could get "better deals from tribal villages"

Malakim Lightbringers could get "better deals from tribal villages"
Avahz:
thanks, do you remember the creator of the new Forst Maiden Art so that I can give credit? I want to add the Disciple of Archeron but no idea yet on what AI it should have. Any ideas? Is it a unit that can randomly spawn, or is it connected to the city of Archeron?
Gekko:
Lightbringers are no scouts. I agree on the AI river issue but I doubt it's worth the effort to teach the AI when to cross the river and when not.
The Elohim Ritual lowers the AC and indirectly increases the purity counter that way
Interesting thought on the AM tech. Any idea on numbers and what tech could replace iron working as prereq. I am thinking about Alteration. recon+magic is an interesting combo and mind/nature magic is related to master of animals/magical beasts
[to_xp]Gekko;8923826 said:the improved barb AI in 7.3x kicks ass, I'm walled into my capitol with goblin archers bombarding the hell out of my warriors![]()
They already can't FULLY move and fire. they can partially move and fire, and I am ok with that. I use my defensive archers up to 4 squares away from my city when I have haste available. Run out attack and run back all in the same turn.2. Units that have range warfare ability should not be able to cast or move in the same turn if the unit has already engaged in range warfare. Currently the Amurite Firebow is one formidable opponent. He can bombard a stack with his fireball then hit them with his range attack all within the same round.
[to_xp]Gekko;8928258 said:speaking of which, why is the promo that gives a bonus vs mounted only available at combat2 instead of combat1 like shock and cover? that could also use a tweak imho