[quote who="Trojasmic" reply="57" id="3334701"] Quoting Vallu751, reply 53 I would like to use them, but the amount of city construction time has just never been worth it. Too high cost for the benefits. This. The city production queue is too precious to be used on the current outpost upgrades. [/quote] Agreed. It takes way too long to construct the outpost upgrades as-is compared with city buildings or units.
MutantDwarf
Pretty sure it's just the melee units that are moved closer - ranged units still spawn farther away.
Looking nice! I really like the new hero leveling screen and the news that you're going to look at the city leveling screen, too. Any chance you can make the city leveling screen similar to the hero one (so we can see what we selected previous times we leveled, etc)? It might be interesting to consider an overhauled city leveling system entirely, with it more like the hero system than it is now (with 'skill' trees, etc). Anyways, looking good so far.
[quote] c ) Let all Wraiths have the ability to add a unit to their stack when they kill another unit (forget what that is called)[/quote] I'd go with this one, but give them -2 to group sizes; they'd typically produce single-unit groups in order to minimize production costs, but will have the option of producing up to size 5 groups, which is the max size for units with that ability. This could reasonably be a unit design trait rath
How would that work? Would it create the outline of the quest, then prompt you for the text to display or something?
They only help if you've actually got unrest in your cities, which you generally shouldn't if you've been constructing the right buildings/etc and your city is in a developed state.
Do you mean you've got an idea for how you'd like to set it up if you could, or that you have an idea on how you could actually set it up to work in the game, like what values to modify in the XML files/etc? I'd rather be interested in hearing about any ideas you've got for the second - I can't think of anything off the top of my head that would work anything like MoM's artifact creation system; in fact, the closest I can think of would be making it either the shop or
Arcane Bolt is *way* too powerful. 5 Mana for a spell that easily does 300+ damage, with no cooldown or casting time? It's ridiculous. I wouldn't be surprised if there's something going wrong in the damage calcs - probably something to do with the damage bonuses from things like Archmage and Evoker traits. I mean, it's doing 20x my sovereign's level in damage. Doesn't seem right. Also: Way too many bugged tooltips. When you add in new GameModifiers, always reme
Well, I figured out what does it - it's the ' ' attribute in the GameModifier section. If that isn't included, then the enchantment doesn't require an Essence. Very nice.
Heh, I rather like the difference between the reactions in this thread (where you're actually showing stuff off) and the '2 Weeks' thread where you announced the map pack. Very, very different tones.
Once you figure that out, please let me know how ya did it!
Yeah, just figured that out; wasn't expecting it to be CreateResourceHoard rather than CreateWorldResource. Also, didn't realize you needed 'Value' there. Ah well. Kinda sucks you can't have the spell do it, but I can probably do what I want via resources instead.
I'm trying to come up with a way to create a new city enchantment that impacts tile yields/etc on a city without it taking up an Essence slot. I could make it give an extra Essence slot, sure, but I don't want to do it that way, as it would make it impossible to cast upon cities without Essence, which is undesirable. Anyone have any ideas as to how to go about this? Thanks. EDIT: Also, is there a way for a spell to create a World Resource
That's exactly what I tried, but it did nothing. Ah well.
I think that'll change what the terrain looks like, too, but yeah, that should work. Any idea on how to just alter tile yields via spells?
I'm pretty sure this would require the ability to alter those tiles' grain production yields. I'm not sure that that's possible with a spell like this. You can do it through city enchantments/curses easily enough, but I don't know of a way to alter the tile yields with a 'map' type spell:/ Been looking into that this afternoon, but haven't stumbled upon anything useful.
I'd purchase the DLC map pack even though I don't think it's that great of a deal (seems a little too expensive for that); I do play the hand-crafted maps and enjoy them, but even more I'd like to support you guys at Stardock. For the expansion, my personal wishlist includes in big bold letters multiple maps in a single game. You know, something like Master of Magic where it had the 'normal' world and the 'other' plane of existence. You c
Excellent; this is one of the more annoying bugs in the game. Thanks for actually providing support and patching the game and all, Derek/Brad/etc;)
By 'unsupported' it almost certainly means 'we aren't going to fix bugs created in mods'/'we only fully intend to make the base game work correctly' or something similar.
Ah - that explains something I observed a while ago. I had been playing fine and dandy, but then did something stupid and had to reload a saved game from five turns previous or so. When I did, I got the 'the AI completed the Great Mill' or something message; on the original go-through I'm quite certain that that had not occurred and I was a little confused as to why it happened after loading. This explains that. This was on Easy (hey, it was my first actual