Yes please this is a stupid omission. Unfortunately I believe the lack of this feature is probably due to problems with the pathfinding system, and won't be easily fixed..
LNQ
[quote who="Derek Paxton" reply="3" id="3246856"]Ive removed it as loot. It was a disappointing find.[/quote] Not enough time to fix?
[quote who="Frogboy" reply="87" id="3241995"]Monsters don't target outposts or improvements. (I'm giving away my secrets!) Those get destroyed due to them being on the way.[/quote] That sounds stupid.
To be honest, no matter how many times Frogboy repeats that this game has a flexible release window and they will not release it until it is good and ready, I have a hunch that there's immense pressure to get the game out and that it probably will be released at a state that I wouldn't call 1.0 This UI thread is a good example of how much polishing there still needs to be done, not to mention balancing and bug squashing. I just have a hard time believing that this stuff will r
The biggest problem in all this is that you can't possibly think to be able to properly balance the game until this is resolved.
cardinaldirection, really cool graphics. One minor flaw is that the button's text extends further than the buttons. I would either reduce the font size or widen the buttons a little bit to be able to keep the Simple Wizard texts in line.
Also, are there any limits / effects as to how big a value the UpgradeComparisonID is? To avoid conflicts with other mods, should I just use a arbitrary value, say 36 for all of my changes?
Thanks, that's a thorough answer and very helpful. I guess tooltips are updated to include info from all modifiers from the building? If you put in a counter effect like the -3 gildar/turn you mentioned, will the tooltip display both the +3g and -3g per turn info? Or is it smart enough to realize the net effect is 0 and not include that in tooltips?
Depending on how much I enjoy FE and how much point I see in doing this after playing the game for a while, I might see if I can mod the building effects in an interesting way. What I want to try out is adding to (almost) every building an effect that kicks in when the city is idle, and for the buildings that already have an when-idle bonus add something else. If possible, I want to do this in as non-invasive and modular way as possible, so that it doesn't break anything else and
[quote who="Frogboy" reply="19" id="3240411"] I agree with have a problem because as long as we have the *perception* that the AI is getting a pass, then it is irrelevant whether it's getting a pass or not. But I am not sure the best way to handle it. It needs to be random because it makes it fun not knowing when or if a monster might attack. [/quote] An idea that got a lot of backing in a few other threads was making clear boundaries for mo
I started wondering about this part: [quote quoting="post"] * Origonally the only way to get good champion equipment and experience was through quests, so players that didn't research the techs to unlock them would never have good champions. But getting equipment and leveling your champions through other things was fun, so we changed the design and removed the tech requirement from quests (which were also fun, but didn't offer any rewards unique or cons
[quote who="Frogboy" reply="15" id="3229178"]мы будем улучшения этой области в игре. мы можем оказаться не в состоянии сделать это так хорошо, как вы хотите до релиза. мы будем продолжать работать, чтобы сделать его лучше.[/quote] Wa-huh?
Then again, even in real life you seldom get to know all the facts. If no one ever weighed in without knowing all the details, discussion would be scarce.
Now that you have a way to have good looking fonts, it would feel like a true waste to use the very ugly Arial-esque fonts. I would definitely hope that part of BETA 5 would be spent on changing the font into something that says "fantasy" rather than "Excel".
Also the top level description is completely redundant now. Don't tell me that the trait gives spells like X and Y when you display all spells below anyway!
Ideally, you shouldn't be able to have more units in one square than your max army size. Any stack should always be combined when going into battle.
The ZoC would solve so much. Just make it *impossible* to settle in monster lair threat areas (you have to clean up the monster lair before settling, just like clearing wildlands). This way the AI would also have a much easier time playing like the human player and not cheating by being in peace with the monsters. Then add the rarer wandering monsters that attack cities and voilá.
The monster lair ZoC is the one single thing this game still needs. The one last thing and then I think we'd be set for Beta 5, polish and release. No one likes guessing how close they can get to a lair before the monsters attack you, and no one likes having to guess whether a monster will wander to where you want to build your next city or not. Make lairs have a ZoC that prevents expansion and that work as a threat border. Makes the world come alive, too.
I like the idea of a timer for monster lairs. It would be a feature that sets the gameplay mechanisms of FE apart from other 4Xs.
I'm with Heavenfall & co on this one; I hate the idea that players who are leading get bogged down with negative random events. Rubberbanding doesn't belong in a 4X game. I didn't know this happened in GalCiv, and I would say it's just as much a crutch for the AI as anything else other 4Xs use.
Frogboy, think about it this way: Would you ever NOT cast inspiration on your capital when you start the game? Even if it was just 1 research / essence. You want to do that every single time in every single game. High research early game is the one most imporant thing in 4X games if you min-max, it's not a choice at all. It just gimps poor players who don't realize to do this. What if you had to keep a caster with the appropriate proficiency in t
[quote quoting="post"] Lots of new sfx when discovering goodie huts [/quote] Thank you, so much.
Random Events: - Swamps come alive: Monsters (drakes and such) spawn in swamp locations - Forests come alive: Monsters (spiders and such) spawn in forest locations - Deserts come alive: You get the picture - The Mercenary: Player with most gold gets a choice to recruit a very strong mercenary champion. Others get a message letting them know of this. - The Grand Mage: Player with most mana gets a free powerful mage champion. - The Season of Mages
By the way, it's quite ridiculous that the only source of food in the game at the moment seems to be grain.
Farmland is ok in my book as well.