I believe a new feature in this patch was the ability to build roads. I got a champion and made him follow the path of the governor but see no way to build roads with him.
I'm seeing the same thing
When I read the patch notes, I assumed roads were no longer auto built/established between cities and that's why Path of the Governor got an extreme boost in that roads could only be built by Governors or mancer pioneers.
Roads are an extremely powerful buff considering most units have 2 movement points. Roads are so generic and boring but the role they play in fluid troop movement is insane compared to someone who doesn't have a road network.
If you wanted to make Path of the Governor or mancer pioneers VERY relevant to the game, maybe the roads SHOULDN'T be auto established. Then again, this would pretty much REQUIRE every player to have a governor champion or play as mancer. And maybe roads shouldn't be so hard to establish since they are so generic.
Well roads are still being auto generated which I am pretty sure that was the way they always intended. There seems to be no way to build roads.
The entire concept of roads doesn't work, imo. Two systems are trying to mix and it isn't doing a good job of it.
On the one hand, your roads auto-build between cities once you acquire the trading tech.On the other hand, you are given a 'chance' at one unit to modify the existance of roads.In the case of Mancer, more pioneer spam is encouraged, as you want them for road building too now...
Here's my current concept for road design in FE:
Have three available levels of road: Path, Road, Highway
In addition, two more city enchantment spells can be made available that focus on further upgrading all the roads connected to the source city where the enchantment is placed. (so as to not leave out the magic tree) Naturally the enchantments require the essence to cast.
A city road-enchanted would have ALL it's roads that are SOURCED (ie, roads that it built!) enchanted, granting the increased movement.
example: Yes, this means that if you had a city with highways sourced that has 'ride like the wind' AND 'the golden road', units travelling along those roads would gain an addition +8 movment.
Additional Notes:
Neon any color for text against a black screen should be considered a terrorist attack and treated as such....
orc text attack...
edit: sorry actualy i tried to read your post but my eyes got all watery....
What is up with the neon green txt. Just bold the black txt if you want to make it stand out.
Yea I did not read it either.
I'm sorry. :'(
I copied it from another thread and I don't know what color to pick as I can't seem to pick the original color. I'll grab something a little less intrusive. (Wanted a color change to separate concept ideas in the other thread I was typing up)
Gotta admit though...it grabbed you attention.
Silly me -- i still remember they days of black and white monitors/terminals when green was considered better than white, so text like reply 6 was top-of-the-line. Spent about 15 years programming on green-screen. (Some swore by amber as better than green, but I never liked it).
Do you guys have the Black text on white background forum skin? Because I use the white text on black background, and have no problem at all reading the green text. Bold black text would be kind of impossible though...
Oh, and that was before he changed it. Which he just did. Oh, and GfireflyE, good points. I do believe the governor path needs alot of love, but I don't think roads are the way to do it...
Has anyone actually gotten this trait? I have a level 9 governor hero and a level 17 governor henchmen and neither has had the option to get a road building ability yet.
Here is the code. The only requirement being path of the governor. It doesn't have any of the other code which other traits have to make them accessible. Look below.
<AbilityBonus InternalName="RoadBuildingAbility_Level"> <AbilityBonusType>Unit_Level</AbilityBonusType> <AbilityBonusOption InternalName="RoadBuilding_Level"> <DisplayName>Road Building</DisplayName> <Description>Allows the unit to build roads</Description> <Icon>Ability_PathOfTheGovernor_Icon.png</Icon> <GameModifier> <ModType>Unit</ModType> <Attribute>UnlockAction</Attribute> <StrVal>BuildRoad</StrVal> </GameModifier> <Cost>10</Cost> <Type>Army</Type> <Prereq> <Type>AbilityBonusOption</Type> <Target>Unit</Target> <Attribute>PathOfTheGovernor</Attribute> </Prereq> <AIData AIPersonality="AI_General"> <AIPriority>5</AIPriority> </AIData> </AbilityBonusOption>
Now look at this:
<AbilityBonus InternalName="SwordsmanAbility"> <AbilityBonusType>Unit_Level</AbilityBonusType> <AbilityBonusOption InternalName="Swordsman"> <DisplayName>Apprentice Swordsman</DisplayName> <Description>+10% Cutting Attack (attacks with swords and axes)</Description> <Icon>Ability_SwordsmanI_Icon.png</Icon> <GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_Attack_Cutting</StrVal> <Multiplier>1.1</Multiplier> <Provides>+10% Cutting Attack</Provides> </GameModifier> <Likelihood>200</Likelihood> <RarityDisplay>Uncommon</RarityDisplay> <MinimumLevel>5</MinimumLevel> <Type>Aggressive</Type> <AIData AIPersonality="AI_General"> <AIPriority>5</AIPriority> </AIData> </AbilityBonusOption>
As you can see, the Swordsman ability trait has a tag for Likelihood, and rarity. Road building does not, so either the code is wrong and they forgot to put in a likelihood of it appearing, or it is supposed to be automatically given when you choose path of the governor but they forgot something.
This is the way they wanted it, but "unlockaction" is bugged. It should be showing up as soon as you are a governor.
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