emmagine

emmagine

Joined Member # 2131230
22 Posts 149 Replies 1,283 Reputation

[quote who="Leo in WI" reply="8" id="3335668"] Quoting NanakoAC, reply 7 opinions aside for a bit. I believe that the way heroes are supposed to work, is that if they fall in combat, they sustain a semi-permanant "injury" and are returned to the front line or to the nearest city, depending on the circumstances. AFAIK, it is not possible for any hero or champion to die permanantly, and any behaviour in which that happens, is a bug. unless the developers have made s

10 Replies 10,029 Views

No, the consensus wasn't that people liked the hard cap *as is*. Mr Paxton pointed out how game breaking it was to get a phenomenal city start location for one culture, and none of us had a good argument against that. Almost everyone agreed we don't like it as is, and it robbed fun. I must not have made very clear what I was saying in my original post. By allowing whoever is designing a tile to stipulate weather it contributes to the resourc

6 Replies 13,144 Views

NickPL, by adding it the way I described, it could be modded out completely if that's what you wanted to do. All you would have to do is change the yield for the various tiles to contribute their bonuses outside the cap. This would give you the added ability of only making *some* tiles outside the cap. This would make those tiles special. By doing this you could set only tiles that appear in stamps to give outside the cap (this is what I t

6 Replies 13,144 Views

So after the lengthy thread of my previous request, I think the consensus is that if the tile yield cap to remains, give the option to flag a tile as contributing outside the cap. Then we could flag the special tiles on the wild lands as "outside the cap" and modders could do what they like with the rest of the tiles. I don't know if y'all follow posts after commenting in them, so I figured I'd post this revised solution as its own thread. This would actually be better

6 Replies 13,144 Views

I think the solution that would appease everyone the best, would be the ability to flag a tile as contributing to resources after the cap calculation. Then the wild lands could easily be made to exceed the cap, and modders could alter other tiles as they saw fit. Everybody wins.

26 Replies 33,471 Views

So one thing I did like about fallen enchantress, was the ability to have rare skills. Is that possibility gone now? Is there a method a modder could use to implement a "rare skill branch" that *might* show up once the player has chosen his class?

0 Replies 4,309 Views

I really like your point Derek. And yes, exactly what you said is the point I've been trying to convey. I miss finding that uber spot. It's like finding a really awesome weapon. It completely alters the game progress, and you're excited about it. That *was* the best part about stamps. I cleared them just to build cities. I see four potential solutions that could work individual

26 Replies 33,471 Views

Even if an icon isn't the way to go, cheering, yelling, or w/e would work. The attack animation is deceptive.

37 Replies 173,841 Views

It IS the same for every aspect on everything. Before turning new stuff over to players, let the ai do it well. Once no one has any complaints other than "let me do it " the ai is ready :)

41 Replies 52,362 Views

It isn't that I think it's "cheating" but there isn't anything fancy to do with unit placement. And if you are going to do it manually, the ai needs to be able to do it just as well. I don't want to have to set up my units if the algorithm is good enough to do it for me, and I don't want the ai too incompetent to do it the same If I'm able to place mine. Lastly, leaving it forced algorithm will cause players to complain about all the holes in the ai d

41 Replies 52,362 Views

so you gain accuracy per enemy you are facing, and you gain attack per adjacent friend? When I get home I'll whip up a solution to the problem we are seeing. +1 atk per friend, -1atk per enemy + 5 accuracy Should be per friendly unit shouldn't it?

37 Replies 173,841 Views

I don't like the manual placement idea. It gives a. Unfair advantage to the ai and consumes time. It just needs some coding changes to define front line and back line units.

41 Replies 52,362 Views

For the first time last night my laptop was able to handle the tactical map without having to go to the cloth map. It tremendously improved gameplay. My machine always*could* handle it, but never well enough to be enjoyabl (choppy). Great job on the optimization!

0 Replies 4,698 Views

Currently you cannot have more than 9 total resources for a city (3/3/3, or 2/4/3 etc). This nerfs the really awesome locations found in some stamps and super lucky places. Finding these tiles was one of the more fun things to get in the game. Please move the cap to xml or remove it. Thanks!

26 Replies 33,471 Views

Swarm does *not* attack for the other units. It lowers the defense of the other unit. It needs to be offset though. Each adjacent defending unit should reduce the swarm effect by an equal amount.

37 Replies 173,841 Views

Part of the problem is the cap on yield total. A tile can only have a total of 9 resources. So you might find a 4/3/2, or a 3/3/3, or a 2/4/3, etc. essence seems to be the first to sacrifice. Gone are the days of clearing a stamp to find that one glorious city location with 4/5/3. Join me in asking them to put this cap in the XML so it can be modded!

8 Replies 15,856 Views

This finally is feeling like a game that has me as interested as MOM did. Lots of different things going on. I had a pretty big setback in my expansion, and kept playing anyway because I had gotten some cool quest rewards and items. I hope all my playthroughs go like this! That said, the one thing I *still* feel like we are really missing, are those awesome resource yield city tiles. Please please please consider removing the 9 total resource cap, or place

4 Replies 8,779 Views

I have no idea which would be easier. I think adding calculations to the tag would add the most versatility for the least effort, as I would hate to ask for new code that would help pretty much just my mod. but I honestly have no idea what their spaghetti looks like on the inside. Any of these solutions would be helpful.

51 Replies 124,146 Views

The city they are stationed in. It would be doable by causing the governor to add a resource to the city, and allowing a building to calculate that into how much exp to yield to troops stationed there, or the odds of it yielding experience per turn. As it stands, neither of these tags tolerate calculations.

51 Replies 124,146 Views

[quote who="Heavenfall" reply="33" id="3331446"] Quoting emmagine, reply 31 3. Allow calculations to be performed in a broader array of tags. (like the exp yield for a building to troops in a city). I would very much like to be able to have governors alter the experience yield for troops in a city they are stationed in. This isn't possible at the moment, but it would be if we could only have a formula in a building granting experience to stationed units. I assume th

51 Replies 124,146 Views