Related to 4 and the amount of essence a sovereign has. I think this is a problem throughout the entire game. All the numbers are so low that there's no room for nuance. Imbuing another champion near the start costs 1/4 of your soveriegn's essence but levelling up just once, can add that right back. There's no sense of being weakened and working to gain it back. It's like a sledgehammer. It's there's, it's gone, it's there again. All stat bonuses/penalties feel like this. A big on/off
bloodystump11
On top of all the other fixes, thank you for the scroll wheel zoom fix! [e digicons]:grin:[/e]
One way around this is to add an unachievable prereq to the original tile so that it's permanently unavailable then create a duplicate of the original xml data referencing your new tile. EDIT: I've not done this particular thing myself but i've been using similar rule bending for other things. [e digicons]:grin:[/e] I have a feeling you may have to create a "fake" tech in the tech tree that's never researched and use that as the prerequisite. Of course, even if this works
[quote who="James009D" reply="1" id="2738745"]See this: Quoting Annatar11, reply 2If you're changing the core files, I believe you have to delete the data.zip file (binary data that the game uses so it loads faster), and then run the game with /createxmlbinary so it re-creates it with your changes. They should show up, then. [/quote] Does that mean we are not officially meant to mod the core files? This method does not seem to gel with St
On the combining values thing, it's weird. in K_CityHubss.xml, under the "outpost" section it has this for the initial population capacity of the tile; ResourceStorage Population &n
Yep, those are the two values. I can get the city level population working satisfactorily but i wasn't happy with the idea that both xmls were combining values. It just didn't seem to be the way it should work... As to balancing, it's going to be a pain because the food bonuses will need tweaking too hehe. My initial aim with changing the housing populations was that i was contemplating adding more tiers of housing. I'm also going to remove (if possible) the auto upgrading of
My intended effect is to have to build more housing structures to raise a city's level. I've been experimenting with raising the population requirements for tier increases (as well as lowering how much population a city square holds) and lowering the population provided by housing. EDIT: I can get around the fact that the two values combine by making my modifier value a negative. That works OK for the city pops but for housing it makes the infocard look ridiculo
Have you succesfully altered the population limit? I've been trying but my alteration is adding to the default and i can't figure out why.
If i change the build limit within K_CityHubs.xml, it overwrites the original value. If i change the population counts for the city tiers in the same file, they are instead added to the original. The info card also displays two values, one for each xml. Any idea how i get around this? This issue also occurs for the hut and house within KingdomUnlimitedImprovements.
Thank you. I had just discovered my mistake was reconstructing the directories lol [e digicons]:-"[/e]
Now, does anyone know how to make changes to those files actually affect the game? I've tried changing the original, placing a copy in mods and in my documents but the game is not reflecting the changes.
I think those values are in the files F_CityHubs.xml and K_CityHubs.xml in Elemental/data/english/Core Improvements/ 50 for each city level
Whew, i thought i was going mad! I have the same issue.
Adding to this seeing as it's also to do with positioning the view. Would it be possible to make it so that right clicking the unit icons down the side of the screen, moves the camera to that unit without selecting it (in strategic AND tactical)?
i don't know if i'm imagining things but it seems to get worse with each release. When i joined at the beginning of beta 3 it was mildly unresponsive but now it's almost impossible to zoom.
Another way you could make category choice more meaningful is if the player has to place category specific buildings on the research nodes and give each tree it's own pool (idea shamelessly "borrowed" from Distant Worlds).
I just had a brainwave and thought i'd drop it here to see if it has any worth. What about an ongoing, research based increase for all armor/weapon types in a similar fashion to the resource upgrades (the better resource production percentages). All armor types start out with relatively equal values then you can choose to improve one type per research breakthrough. As you improve that type it gets a stat increase and it's next tier becomes harder to research (the chance of it
I think it should leave a ruined house in the spot giving negative prestige hehe. It can be built over with any other structure or deleted later if the square meets contiguity rules. EDIT: Losing a food source causes a drop in population, houses to crumble and (with the prestige hit) a knock on effect of (depending on current prestige) losing even more population. It would then require building something else over it, pumping up prestige income via another structure or reclaiming the
One way to handle clutter could be to use the inns as quest starter spawners. You enter the inn and talk to the locals who proceed to tell you of a number of rumors (you could also pick up champions there [e digicons]*_*[/e] ), whereupon 3 new quest starters spawn randomly on the map. As you level up the questing tree you hear more and more dangerous rumors. This way you'd have a method of self regulating the number of quests on the map.
The problem i have with cities right now is that the buildings provide far too much of what they produce (or the services don't require enough). There's still no need, nor real ability for that matter, to specialize. I had one city that at level 5, gained access to maybe 9 resources. One bonus structure for each within the city boundary amplified this to insane levels. If these amplification structures provided a much lower bonus you'd have to place more of them, using up v
I would also like to see forts/lookouts used as a way to stimy city prestige encroachment. You could use them to protect your own cities' potential growth areas. They would have their own (much less powerful) boundary that could vary in size dependant on structure type or stationed millitary power. These could be built in neutral territory and be attacked without war declaration. Destroying one would simply hurt the owner's diplomatic relations. Similarly, owning one that butts up aga
Just throwing this out there for possible inclusion. As city influence expands, the number of potential resources increase exponentially and it feels a little too powerful. How about simulating something like trade route inefficiency/petty theft/whatever by reducing output based on distance from the related city. Further to that, how about simulating corruption by applying income variance based on distance from the captial city? There could of course also be more researchable
While i love micromonagement, i accept that it's not to everyone's liking hehe. Point taken on research being a preemptive decision and resource investment [e digicons]:thumbsup:[/e]
I just thought of another thing that bugs me about the ease of progress with cities. I may be insane but i don't like the auto upgrading buildings. I'd much prefer to have to decide to spend resources on upgrading existing structures to a new tech. Give me an option to upgrade all relevant structures upon a breakthrough (why don't bigger houses cost more food btw?). Without thinking about it too much, i see this causing more strain on my resources while also slowing dow
Adding my voice in agreement (except the maps being too big :p ) We can now build a structure that increases upgrade build times. I don't want to use it because it's already too fast lol. Same with research and magic. Everything is so fast i don't feel the need to build anything to improve any of these processes.