[quote who="WhiteElk" reply="1" id="2842154"]I posted a thread with a little bit of information regarding the techs. Each of them grants a free tech. But they are faction specific so if you choose a Kingdom tech but are playing as an Empire, you won't get the tech. More info is totally needed. And they should grey out the options that don't work for your choosen faction. [/quote] I had that old post of yours saved, so I copy pasted it here for phaur
Diardiamond
[quote]Thankfully this magical currency only exists in your fantasy land of Magnar EWOM and not in real life. As you can see the Merchant Cartel is the real power behind Magnar. [/quote] I think I heard something like this in the last Quebec budget up here in Canada...
Trogs & Mangar missing. ANyone else notice anything? EDIT: Ok. scratch this question. Realized that I did not select the Empire toggle in the faction creation menu, had it set on kingdom. Doh. My bad...
[quote]I've started five games in the last hour, and all of them saw my first and only city destroyed by creatures within 20-30 turns.[/quote] Heya bro, it is kinda nuts... but it sure is fun. 1 sugestion I have for you is that as soon as your 1st settlement hits lvl 2 select Random Unit Spawn. Note; units you recieve are random, so if you want a speficic type you will have to reload from the end of the turn -before- your city levels up; I've seen reloads at the start of the le
[quote who="Wizard1200"] I think the trolls could be persuaded that the people of the city have already killed many trolls and it would be only fair if the trolls raze the city to revenge their brothers and sisters. The Diplomacy tech tree could unlock different options for the Diplomatic Capital: - Persuade wandering monsters to move away from own cities (basic) - Persuade wandering monsters to attack enemy cities (upgrade) - Persuade wandering monsters to joi
[quote who="tjashen"] Hey y'all! In a response to an earlier thread today (r.e. Warstaffs and the fact that they have been removed from 1.09p Sovereign creation apparently), I ended up sidetracking into a discussion of getting the 'Knowledge' trait for 10 points (1 tech per turn), versus spending those same 10 creation points on padded armor (2 defense), or spending 5 points on Wealthy (1 gildar per turn), and accumulating the 32 gildar for said padded armor instead,
Don't forget that previous save games, custom Sovereign builds, custum faction builds & custum unit designs will most likely lead to more crashes & not less. Just delete em all & remake em. I saw some more comprehensive posts for deleting that info directly from folders & editing game file data to allow some previous custum builds to still work, but can't really remember which forum it was in; sorry. Didn't pay much attention to it since remaking the custum h
Ok, 1st you gotta promise not to contact my boss; if she finds out I'm pretending to work while scanning the forums I'll lose my familly jewels & any hope of calling in sick on monday as well.^^ Now to address some of the ideas' I saw earlier that made me pause & think... & sorry in advance for any typos, but dont really have the time to edit my post atm with the scrutiny I generally need to ensure I dont butcher the english language. <
I've never been very punctual, so posting months later makes perfect sense to me... ~Gimme GalCivIII or gimme deatH~
Haha; 5 posts made while I was typing my behemoth addition. Only skimmed over them atm since I'm rushed for time. Saw some interesting things; going to have to sneak away from work later & give them a good look over. ^^ Have fun everyone.
Adding to Werewindlefr s' [quote][Wall of Text] 1.09p: feedback, issues and positive aspects[/quote] Before I get into this I want to once again thank everyone at StarDock for living up to your reputation in regards to supporting the community of gamers that has grown up around your games. You've all done a great job t
[quote]Lawl, I am so tempted to youtube this thing crashing. This game crashes like within 5-10 mins[/quote] I had the same problem earlier on. In my case it was unecessary programs running on my comp that caused my 5-10 minute crash nightmare. I simply nuked everything and anything not needed to run my os & the game and that fixed it for me. [quote]I dunno what people are smoking.[/quote] Fine herbs... [e digicons]:dur:[/e]
Been playing that Rediculous Large map with max factions; finally got that 1st city established securely so I can send my heros searching to recruit more & to plunder rival faction Goodies Huts. When my slum upgraded to the next city level I selected Random Unit Spawn and was surprised by recieving 5 units of spiders. Getting them let me surive the insane ongoing roaming monster spawn I've had in this game since turn 2. I can allready tell that rushin
[e digicons]k1[/e] OMFG ~ Dito!!!! ^^
It would be nice to have a less intrusive pop up that makes one feel as though their not being interupted at an annoying moment. Myself, I uselly only have 1 city with the gold bonus. All the others are random creature picks untill lvl 4-5 then its either Tech or Arcane bonus'.
So far in version 1.09p I've played 2 games and both of them had plenty of food. At one point in the 2nd game I thought there might be to much food available. Perhaps you simply had a very unlucky map seed at the start of your game?
It would be a riot if you could toss that key at a Robber or Bandit mob and have them go harrass a rival in early game [e digicons]:-"[/e]
Agreed Das123, E.WoM is getting much more fun. Woot. Posted some comments and obeservations as well, but it another thread. http://forums.impulsedriven.com/401354
ops, I shouldnt post when im this tired.. I posted the above in the wrong section,, and cant figure out how to delete it. Sorry :(
version 1.09p 2 games, Medium Map, Max Factions, Played as a Custom Empire/Custum Leader So far been testing out the Hero~Zerg strategy for starting games. Both games were played on normal & hard. My empire dramatically outstrips the AI players in terms of Faction Power rating without ever building a single Unit. By turn 20-50 having 15+ heros and 1,ooo
Good idea WhiteElk; I've been thinking along the same lines. Also being able to cross opposing faction territory without permission but with a Diplomatic option of being able to demand units crossing without permission to imediately pay a sum of gold or be forceably evicted from the area of control or face imediate war. While crossing without permission relations are temporaly strained heavily against the faction crossing saids lands without a ROP Agreement.
version 1.09p 2 games, Medium Map, Max Factions, Played as a Custom Empire/Custum Leader So far been testing out the Hero~Zerg strategy for starting games. Both games were played on normal & hard. My empire dramatically outstrips the AI players in terms of Faction Power rating without ever building a single Unit. By turn 20-50 having 15+ heros and&n
in version 1.09p(b) The Hero~Hire~Zerg = Dominance via diplomactic manipulation. Note: the smaller the map size the easier it is to dominate opposing factions this way very early in the game. Also, the Bard ability is crucial for this while charisma may or not be a factor anymore. Stil unsure if Cha still plays a role in Hero recruit cost reduction. Within 23+ turns into the game you can have more than double the faction power rating of your oponents by saving all the