It does not explicitly state that in-game as far as I've seen. However, if you make a custom sov, you will notice that kingdoms get life magic, and empires get death magic. Although I'm sure Frogboy and others will quibble with this, kingdoms are good and empires are evil, hence the magic option limitations.
Emperorjarin
They're usually too slow and wimpy to do much beyond provide ranged support, from what I've experienced of trained units. But, they make good archers, especially after you get fire and ice amulets [e digicons]}:)[/e]
[quote who="taltamir" reply="50" id="3232544"]If they didn't sap my precious XP I would use them alongside my super sov.[/quote] They don't. Only champions sap your exp gain.
Wouldn't it be Andy the bear cub? [e digicons]:P[/e]
I've been playing Seanw3's mod for the past few days, and I think his solution to champs vs. troops is a pretty good one. Champion-only weapon damage is much lower, traits give a flat bonus to damage, leveling is slower, and troop weapons are a tad stronger. It's still exploitable (I've got a henchman who can do almost 130 damage with Giant Form), but my faction is specifically designed to pull off such cheese, and it's far easier to counter (his health isn'
I know this is a holdover from WOM, when mounts were faction-specific, but since the raze button has been taken off nearly everything else, these two resources really should lose it as well. It's something that has bothered me since like beta 4, but I keep forgetting to make a post about it because I know better than to raze my future stables. A new player might not, however.
[quote who="taltamir" reply="30" id="3231268"]5 essence city is awesome and should be awesome.[/quote] I agree, I just believe that the benefit should lie in the number of enchantments, not both their number and power. That's too much power from one resource. [quote]I don't see why making it beholden to shards is any better. Heck it makes it even stronger since pretty soon I have enough shards that EVERY city with piddly 1 essence has an enchantment giving me a b
[quote who="darkehound" reply="5" id="3230691"]We started this ride with a simple city placement model and every step further has reduced our options. I see absolutely no reason to go from OOOh look a mana source to the current system where you end up sucking hind tit if you dont have a forest and a shard and a farm and 3 essence...needless complexity is needless. Just before essence there were MANY complaints about food/mats values being low. Now we have another value on top of that which di
I've been playing a game with a custom summoner sov, and I'm really happy with the exp and monster changes you've made. I've spent around 100 turns so far farming the overridden countryside for exp and some cash. On a side note, darkling hordes seem bugged. Sometimes the 5-unit groups of darklings will get charge on the first turn, even though there's no indication that they should be able to do so. Also, my earth elemental's overpower trait doe
I am creatively boring with my city names. My first town is always named Townsville, fortresses are named First/West/Rear/etc Guard, and I normally don't bother renaming my conclaves, unless RNG was particularly terrible.
I want stealth to be more of a defensive gap-closer, where teleporting is, IMO, an offensive gap-closer. Yes, it represents the same thing, but if I 'port a unit behind enemy lines before anything else moves, that's the character that the entire enemy army is going to go beat up. I suppose you could just keep your assassin hanging in the back until the front lines have been lured away, but... I dunno. It doesn't 'feel' right. Once the modding tools
The thing I would most love to see in an assassin class is some sort of stealth ability, letting you get through the battlefield unseen. I realize that this is probably impossible to do in tactical battle, so something that could approximate it would be an ability that gives you like +200 air dodge or something, so you can pretend you're unable to be seen by enemy archers.
Fortresses are the easiest to figure out, as they're the ones with the shield icon. Towns and conclaves could be a little clearer, but towns turn into squares, and conclaves turn into stars.
Seeing as I have no idea how to mod, or what tools to use, I guess I'll wait =D
Really cool mod. Definitely enjoying the buffs you gave the Advent :) Just found a bug with TEC's movable starbase; you can't build it with initial research. You get the option, and it consumes resources, but the constructor is not consumed, and you don't get a starbase. You just lose about a thousand credits =P
That... is some awesome news, Frogboy.
I like the differentiation of horse vs wargs at the moment, they're designed for very different purposes. I generally give my ranged units wargs for the huge initiative bonuses, while armored melee units need the weight and move bonus more. [quote]One thing I don't understand is why they have prone avoidance. They ought to be MORE prone to prone.[/quote] I think that's more a code limitation than anything, but it also doesn't make sense for a horse to
The more zoomed-in screenshots show off the changes quite nicely. A definite improvement.
How does bash chance work, exactly? Is it a % chance, or some other rating? I've never been clear on that, and as a result I've never really used maces.
This looks awesome.
I still say the best way to balance bows is to have 2 bows per tech; high-init, low-damage shortbows, and high-damage, low-init longbows. But that will probably have to be modded in. I've been waiting to try to mod anything until the devs release their tools, mostly because xml scares me (I know nothing about code).
I've noticed that if I move my units quickly enough, I can sometimes evade pursuing monsters for precisely that reason. Hopefully that issue is fixed, though I'm not sure how this issue can be addressed without significantly increasing the amount of endgame lag as each faction resolves their turn.
As the title says. Instead of getting +2 to all defense, as the infocard says my units should, they only get +2 blunt defense. I haven't had time to test beyond the armory improvement, but I suspect it will be true of all subsequent improvements as well.