Spells more than once.. I have a death caster that has an item which allows them to cast blindness.. So, it's listed twice in the option bar. One has a cost of 2, the second (from the item) has a casting cost of 4 mana.. I choose the cheaper one ;). But, IMHO, the item cast should be free (and probably limited use.)
Levolun
I agree with Motile, though.. Some sort of variable XP allocation to control level growth. I was thinking (using the bear cub) that if an enemy stack was worth 31 points, then the 31 points gets allocated across the surviving winning team. I like Motile's plan better, though.. Another plan might be to add some background number that says that the level 12 hero doesn't get any experience for slaying a bear cub. For instance, a bear cub is a level 1 monster (of 5) and
I was thinking in terms of, if the city has 0 production of something, don't give me the option to specialize in it.. But, your solution makes more sense..
So, I was playing around a bit and ran into the question of whether it was water or ice.. and then I began to wonder ;). I had chosen water and air as my elemental books. Did that combo give me ice magic? If so, that would be cool.. Books Required = Access to Spells Water + Air = Ice Water + Fire = Steam Water + Earth = Mud? Earth + Fire = Magma Earth + Fire + Air = Obsidian X_Element + Summonin
I try to keep up with the posts, and I apologize upfront if this already has a thread. But, I would like to make a couple suggestions about the Character Buttons.. (Those circle things on the left side of my screen). 1) Can I get my boats placed up there? I like quick buttons to get to troops, but if a boat has no one on it, I have to remember where I left it. (I haven't found the next unit button, yet..) 2) Also, if boats do get their spot on my quick
From personal experience I found out that zero offense heroes are lovers & not fighters -> they surrender to whichever attacking force happens to show up. I had my queen sitting in my home city and she was overrun and captured by a neighbor. There were some knights on the other side of the city and they came rushing back to her aid. They slew the oppressors and freed the queen, but she had vanished. (Clicking on her card on the side of screen bounced the viewi
I had the same experience and expectations as Kargaros.. But, ever check out the grouped units roaming around the map? Same thing. Top character has no movement, while other units in the stack/party have 1 movement left.
In my first game, I saw an area that looked beach-like, so I zoomed out to see if it was. Since the cloth map didn't make it look any different, I assumed that it wasn't a 'true beach', just an 'almost beach'.. I'll vote for this enhancement.
Makes sense.. I took the Rats in the Ruins quest, but had heroes that were closer than the one who took the quest, so they 'cleared the dungeon'. One of them walked the quest item back to the inn to get the reward, but received the same barred door. So, gave the dead rat to the hero that actually accepted the quest and same result. Soveriegn was way on the other side of the map, but that was the next one to try.. I think it's just a trap for the Sovereign ->
If you upgrade a unit in the designer, it does not upgrade units in queue. But then, when you obsolete the now upgraded unit in the designer & that old unit pops out of queue, you CtD. The CtD may only occur if you obsolete on that specific turn the unit pops out.
It turns out that if your army gets attacked twice in the same turn by two different stacks (and didn't survive the first attack), then the game CtD's..
Same here, but I put it on anyway ;).
I've been playing MoM recently, since waiting for Elemental got me in the mood ;). [quote quoting="post"] Originally, Elemental was going to have continuous turn combat. That effectively meant real-time. Ultimately, after playing around with it, we decided to implement turn based (simultaneous turns based on combat speed) with tiles. [/quote] I might be weird, but I don't mind the concept of CtC. I think CtC helps keep my play time down and I think it wor
I would think the genesis device would be a combat option that cost $1m credits and re-rolled the planet.. So, instead of a 15pq Altarian planet, you could get a 9 PQ Empty planet, or a 24 PQ empty planet. I know you should be able to 'upgrade' existing planets, but part of the point of why it was banned was because of it's military applications.. (So, you would probably get -diplo with good an neutral, as well.)
but the metaverse is to show of skill, not to show off that you can press the turn button until you go blind. we understand that everybody can do that My personal opinion is that *no one* should be able to do nothing for two weeks and still win.. (even if they set themselves in a good position..) At
A couple things put me on AW's side.. First, he said the game took over a week to play (or at least I read it in another thread). Even if he was utilizing an exploit, that's a lot of time to invest in a game, and I don't see the benefit in deleting a score that was so heavily invested. Second, if the score is being redone, I'm not sure why nature can't take its course. Brad said he would delete it days ago, and he finally did.
From what I've seen in 1.0x, the transport stays in orbit and keeps it's people. The only people on the ground are the ones from the disbanded transport. The attack did not use a movement point, so you can move on.
I disagree about out-researching the aliens.. In 2225, colonize what's available.. and start trading techs like crazy.. In 2226, conquer your neighbor. Take their planets and fix them. Planets they don't have reduces their ability to research and create reinforcements. Plus, by the end of this year, you will have double the production and research and economy of everyone else on the map. (I feel bad when the Altarians start
I hope they read the post (or were at least aware of the problem).. I went as far as checking the option to allow moves after the autopilot (after end turn was pressed).. It caused much confusion in the empire, trying to move after the turn had ended and all..
I ran into this problem a ton in the D version.. I found out that if you make a fleet with a ship that has no movement left, then that fleet can't move next round.. Stopped making fleets with 0 movement ships, and things got better. I also had several instances of 7/5 movement because I moved, saved, reloaded and moved again.. So, there's karma somewhere..
Civ4 doesn't run well on any of the machines in my house.. GC2 runs perfectly fine on all of them. So, GC is getting much more playtime . Plus, I have yet to play a complete Civ4 game in three hours.
...In a related question, does anybody know why the AI will put an Economic Capital on a PQ4 planet?
There have been a couple times when I've been at war with a pesky neighbor. I'd be flying a scout fleet around and accidentally end my turn next to the opponent's rally point. My ships would be ignored and the next turn I'd attack the ships in the rally point till they were all gone . I haven't seen where this has been reported before, but if my lowly troops are spotted, the opposing fleet should stop waiting for more rei
The only thing I want out of espionage, is when my spymaster tells me that I know more than X leader, I want the fog of war lifted from his ships/planets.. Any sensor data he gets, I get. Real-time data from his pentagon about troop placement. Then, I want counter-espionage.. The ability to stop him from seeing my sensor data & stealing my tech, and occassionally pushing back my espionage efforts. Getting my buildings blown up is not fun. Never could figure out the benef
From what I can tell, the race trait of Loyalty and the morale factor on the planet are the triggers to look for. If either of them drop, then the influence 'roll' gets better for conversion. If they are high, then the roll margin gets really small.