xienwolf
Deity
Wouldn't be too hard to add it to the Interface while viewing the Scions Capital (I think). Just would need to decide on precisely where and what kind of a graphic to utilize.
Thanks! I keep forgetting to add that to the doc above.
It's supposed to still be there - I've got the notifier in the same place as always.
confused: Is anybody else seeing the spawn chance show up in the top-center message area each turn? .)
Are there any things (such as what mana I have) that affects what it does? Also I read in the pedia that it provides 3 mana but I have yet to see this?
Erm ...Vehmen and me thaught it is a forgotten debug message and removed it just before the release of the initial version.
Maybe we should make it display somewhere else instead of showing the chance every turn as a message.
# if pPlayer.isHuman():
# message = "%0.2f" %(iSpawnChance)
# CyInterface().addImmediateMessage(message,"")
- granaries, smokehouses, and herbalists were available to build. I thought that was kind of strange, but the first post in this thread implies that they shouldn't be available.
I was playing with an AI teammate (same game I reported the Alcinus bug, BTW Cassiel got copies of all three super-scions) if that would make a difference.
I don't think Cassiel got any Awakened,
What are the requirements for the Thau... tower? I didn't even know it could be built.
Is there a Scions strategy thread anywhere? They are a bit difficult to pick up out of the gate.
but is there any reason to tie Legates and Revenants to both the Temple of the Gift and the Emperor's Mark?
I know the Scions are your baby Tarquelne, but maybe we should think about changing the mechanism for Awaken spawning a little bit and make it non-random. Something similar to the Great People bar could work. Accumulating points until an Awakened leaves his grave. Maybe it's just my dislike for randomness, but me personally would like it to be more predictable. What do you think? Could this work?
This idea came to me after reading some comments about extreme bad luck.
EDIT: We could also add a nice tooltip windows to the bar to display all the factors affecting the current accumulation rate.
How do you get Haunted Lands? Last game i tried to find out with no luck.
I like the randomness of it, but an element of being predictable mixed in with the randomness might be good.
5) Make Pelemoc's Subversion spell cheaper.
Or make it not teleport Pelemoc back to the capital. The risk of war is enough to discourage spamming. Or vice versa.
He could get a spell or ability that targets the old and sick. Essentially the ones that die naturally so that there are no repercussions with the targeted civilization.
Just give it a long casting time to have a chance to create one reborn. Say 15 turns for a 25% chance. Maybe even add a little temporary happiness.
Or make it not teleport Pelemoc back to the capital. The risk of war is enough to discourage spamming. Or vice versa.
He could get a spell or ability that targets the old and sick.
...
Just give it a long casting time to have a chance to create one reborn. Say 15 turns for a 25% chance. Maybe even add a little temporary happiness.
Possibly make it only available in unhealthy cities, so he culls the sick and dying, leaving a healthy city behind?