It usually appears as a monster lair. Kill the dragon on it (or just lure it away from the lair) and loot the lair. If it's a dragon cave, it will turn into a resource (so it will have the pickaxe symbol above it)
Phillybear
Isn't this the same old 'tamed units disappear when entering a city' bug? Sounds exactly like it....
I use Lightning Bolt mainly in the earlier stages of the game. It can do some good damage without delay and make a large difference in a fight. It gets overpowerd by Blizzard later on (escpecially after getting -1 cast time)
If it really bothers you that much, you might want to consider changing their appearance for yourself. You can alter the xml so spiders get a different name and different models. Most spiders are found in CoreMonsterUnitTypes.xml (FE instalation folder > data > English) Change the following lines to something you have less problems with: - DisplayName - Backstory - Medallion - AnimationPack - CutSceneDataPack <p
You need the traits that increase spell damage, not spell mastery. Spell mastery will only increase your chance to hit with spells. (like accuracy does with normal attacks) Lightning bolt is useful as it can hit up to 5 enemies and has no casting delay. Its damage grows when you level iirc. Don't get fooled by the damage on the blizzard tooltip: the damage it does is per unit, not per enemy squad. So hitting a 6-unit group of spearman with a 30 damage blizza
Depends on the unit.
Pretty sure this is working as intended.
First of all, quality beats quantity when it comes to units. The AI will always produce more armies than the typical player, but they will also be of a lower quality: AIs don't always train their units in Fortresses and don't focus on training the better custom units when they are available. Yithril is one of the most aggressive default factions though, so it's pretty normal that it has a decent army early in the game. Some tips on fighting it: - Make custom units:
I wouldn't put mounted units in fortresses, but just armored units. Conclaves could have a few mages, but I'd still keep some peasants in there. The servants if you wish.
You'd only be punishing the AI with that, since they usually have a lot of unrest in most of their cities. Players normally only have a high unrest in recently captured cities.
[quote who="Primal_Savage" reply="16" id="3422565"] Me doing my best impersonation of an AI! (I guess that's what happens when your neighbor has a technology you don't!!!) [/quote] Not enough pants, I'm not convinced :p
Sounds like a very good idea, but I'd refrain from making statements such as 'Air magic is the best school'. Which magic school is best appears to be highly subjective, so you're telling the newbies stuff that might not even be correct for them.
And what happens if you alter the color code in the xml file of your custom golem?
I'm pretty sure this is how dinosaurs went extinct.
Have only encountered this bug once (in 1.3), but it was on one of the enemy cities. 3 units (including Magnar) couldn't participate and got listed as Killed after the fight.
Found the post for you: https://forums.stardock.com/448838/page/1 [quote]At this point I had built up a stack which I thought could beat any AI stack. The trouble was that I couldn't necessarily beat multiple AI stacks. So I had to fight a scorched earth campaign, razing my cities so the AI would have to build pioneers to get those sites. This worked up to a point, but eventually one of the AIs started casting the Spell
I think merlinme lost to the Spell Of Making on one of his attempts to beat insane.
[quote]again, like a global resource, there could be an on/off option for an item to use up a certain amount of a certain unitstat, to restrict the number of uses of the item for any unit does not have sufficient unitstat of a certain kind, or has used it all up[/quote] I'm pretty sure UnitStats can drop to values below 0 (the game will treat and display them as 0, but will still subtract any value it's told to) e.g.: I had units with -24 defense in one of my custom factions.
Accidental double-post :(
[quote who="StevenAus" reply="3" id="3415491"] Can you have prereqs for using a usable item?[/quote] I don't think any of the current usables has a prereq, but they're in the files as GameItemType (same as armor and weapons), so it might be possible. I can't give a conclusive answer without testing though (and can't test it until the weekend)
[quote quoting="post"]- No Initiative Penalty Ranged Staves for Mage Heroes, or Skills which offset Initiative Penalties for Ranged Staves, but only when the Stave is equipped;[/quote] I think you have two options for this. 1) Make separate staves that are only available to heroes - Copy the code of the researchable staves. - Change the internal (and display) name. - Remove the init penalty. - Make them unavailable for unit design.<br /
[quote who="StevenAus" reply="5" id="3415429"]- Gallows: Can still be somewhat useful even as an Empire. Unlike this, the Slave Pens aren't free to build, after all. Still, only ever useful on small maps, anything big and the Prison is always better by default.[/quote] Slave Pens might not be free, but by choosing Gallows instead of Prison (or Mining Guild) as Empire, you're basically throwing away a free improvement. If you pick Prison and build Slave Pens, you end up with 2
[quote who="Fezziwig" reply="1" id="3415148"]The fix to staves is a bit tricky at first glance--we don't want to remove the initiative penalty from them because some of them are staves that we can give units. A trainable "mage" unit that has no initiative hit would be very powerful. Instead I think the easiest fix is to give the Mage hero class a benefit, namely, that they suffer no initiative penalty using staves. That makes a good deal of sense to me. You could a
The biggest "problem" with Archivist and Guild Warehouse is not that the +50% bonus to research/gildar is a bad option, but mainly that it is overshadowed by the other options. Archivist would only be an option in late-game conclaves for me (where I only build the research buildings). The Guild Warehouse just never seems a better option than the other two. So yeah, these could certainly use some changes
Might seem like a silly question, but did you wait an extra turn? The bonus isn't added on the turn the consulate is finished, but on the turn after that.