I hope we don't have to wait an entire month for another update after 1.09. The more the merrier as long as they keep improving the game and fixing things. Take it one at a time, that's good and why the turtle wins the race.
James009D
Yeah, this is a problem. There needs to be a way for Kingdom to recruit Kingdom heroes and Fallen to recruit Fallen heroes (with a few going both ways). This would be good for the game, IMO. You can always mod in new Fallen heroes.
Question: What is the average time for moderation to approve/deny a mod? Thanks! UPDATE : Took about 24 hours for my mod to be approved. Question: Will the ingame viewer show mods in a future update?
[quote]Population as a resource was something discussed in the beta a lot and was one of the core design elements of the game got lost because, at the time, the engine didn’t support non-storable resources (i.e. resources that are calculated each turn). [/quote] I've got a question regarding this if someone could be so inclined as to answer this. Does this mean that will be applied to more things? Fo
SWAT 3 was pretty sweet. In fact, I loved all the SWAT games, even found SWAT 2 to be very fun and enjoyable (loved the music). I liked how in SWAT 3 you were your own character and had more control over your team then in SWAT 4. The situations were also a LOT more random and dynamic. For example, there was that one mission in the house where the guy would hide in closets and stuff. If you didn't clear it right then he'd pop up behind you or escape. Some SWAT 3 missions also had multiple fact
[quote who="Burningpet" reply="7" id="2788696"] Well, i think that a spy unit , which could go either stealthed or "dressed up" as an npc or monster, could address the AI situation, given that this unit could walk inside enemy influence teritory.[/quote] An espionage system could do wonders for allowing the AI to "discover" the opponents strength. I'd do a combination of designating funding (like in Gal Civ or Civilization IV) as well as an "Agent" system (more like Civ
Not a bad idea. I haven't look at it yet. Could make some of the later diplomacy techs more worthwhile.
Nice. Some of us have work to do! :D EDIT : I think I uploaded my skin /mod. Let see if this thingy works :)
Ugliness is genetic. HAHA! [e digicons]:D[/e]
Looks great! Have you adjusted any of the costs to make them more balanced or sensible? EDIT : Just realized the above statement was vague, I was mostly referring to the weapons. For example, the short sword was as expensive as the Axe (not sure if this is still the case). They really needed some comparative spreadsheet balancing.
Excellent suggestion. It should just transfer all the stuff to the highest level surviving unit (easy way) or add an additional "Loot" screen (more professional).
[quote who="tjashen" reply="3" id="2787042"]I still like my idea of higher level champions giving a bigger bonus. Gives you an 'excuse' to put them at risk in the wild for a bit before 'retiring' them to a desk job. For example, an Administrator gives a 10% bonus currently. For every level above 1, he would provide an additional 1% bonus. It's not game breaking, and would make your higher level champions a little more interesting.[/quote] I completely agre
Happy birthday! [e digicons]:beer:[/e]
Have you tried the " Abilities and Traits Mod "? While this doesn't make them invincible it does increased their durability and usefulness.
Personally, I went in an increased the time it takes to build Pioneer units by 10 turns and slightly increased their cost. This makes it more expensive to build them and makes them longer to build which results in less overall Pioneers and slower city placement.
Alright, after some delay, much running, and literally jumping over fences I've finally released the .46 update. This re-implements the old "Organized" trait (still as "Disciplined", high cost) and makes heroes a little more useful by giving them a bit more HP, small dodge bonuses, and some bonus morale. http://www.mediafire.com/?a9xdsi62pah7ac1 .46-
Most either apply to the city they are stationed in, don't require you to do anything, or don't work: Bards and Royalty don't seem to work, Merchants don't need to be stationed to gain income, Administrators need to be stationed for the 10% construction bonus. You may want to check out the " Abilities and Traits Mod " or see Heavenfall's "Hotfix" fixes . They fix or improve the abi
I'd like to see Towers build-able outside the city limits (worker unit, anyone?) but I'd also like to see the addition of build-able fortresses (unique upgradable city hubs) that can be used for military defense and bonuses.
No CTDs. Good mod. Just tried V4 and it seems to be working great. This is an excellent mod. [e digicons]k1[/e] One thing I'm noticing (which is probably not even related) is a lot of bald people in my games being randomly generated.
As far as I can tell doesn't work yet for abilities. Hopefully this will be fixed in a patch.
Excellent idea! I was thinking of having a "Walmart" type minor civ but never got around to implementing it properly. This should be fun!
Just add a +1 food bonus to markets to cancel out of the -1 food cost. No need to create a new building or anything. It's a small and efficient fix.
Doesn't seem like to many people are sharing them. I think it'd be fun to see what other people are doing and to, possibly, play against them (in singleplayer).
I got Civ V yesterday and while I'm impressed with the game it just doesn't bring me into the gameworld like Elemental does. In Elemental I have an immediate connection to the gameworld with my sovereign unit. Secondly, I can design my own units which is very cool, albeit somewhat limited. Elemental has more revolutionary features then Civilization V. That being said, Civ V is much more finished then Elemental is. The graphics are much better, terrain looks nicer, and plays smoother.
Back in town. An exhausting week! I can update this tonight but the likely improvements are basically the re-implementation of the "Organized" trait (still as Disciplined). Regarding this doesn't currently work for ability bonuses, I've tried all sorts of combinations to get this to work. Still waiting on Stardockians to implement this. I spoke with a dev a while back and the good news is that this is on their To-Do list.