So, the function for resources right now is to buy down production time on a 1 for 1 basis; one workforce for one resource? VC, have you had a chance to see if the ore resource is working too? I can't get enough stability yet to get to the advanced armors, so I'd be interested if the same thing is working for the other resource in game now. Does the computation handle caravans correctly yet? If a caravan carrying 4 wood hits a town building a watch tower, does it dro
Winnihym
Folks, Is there a place we're having the economy discussion on the forums that I'm missing? I'm interested in getting some more specific information on how exactly "time to build" is being calculated now that we've abandoned direct resourcing as a limiter to building buildings. On a related note, can we get a mouseover that lets us know how resources are being allocated? I can see that I may have 2 iron, 3 wood, 25 food, or whatever, but those numbers don't seem to
And again, after patching 0.295. Took longer this time, though. http://pastebin.com/AeuDKJ9E Doesn't seem to be memory related.
And after 0.291 patching. debug.err http://pastebin.com/6p6SZ2Ei
I'm thinking that having essence as a thing that is renewed each turn, but spent each turn, might be an answer to city spam. Make cities take a certain amount of essence a turn to sustain. Bigger cities take more essence per turn. As you level up, you can channel more essence per turn from the land, if you so choose. Why would this limit city spam? It would give a strategic option of choosing to remove your essence from a city, allowing it to shrink an
Folks, Same problem as last build; at a certain point in the game (around civ 7, warfare 7, magic 8, adventure 4, diplomacy 0), the game window just closes, and I'm back at the desktop. debug.err http://pastebin.com/MDKkiyNM dxdiag http://pastebin.com/3TEkfAs6
By the way, I see folks referring to the "+3 resource radius" of a city for undefended resources. I may have read it wrong, but I thought Boogiemac's original idea was to have that radius increase with the size of the settlement. +1 for a village, to +5 for a city. The food ring should extend out considerably past that, maybe 2x the radius?
Now, there's an idea, Cerevox! Let's say I want 5 cities, and I want them close for defensive purposes. They all have a point score associated with them; following psychloak's idea of having a certain number of tiles that must be allocated to each city to "feed" it. I have to have a vast ring around my "quint-cities" area that's providing the resources, so I need to set up the infrastructure around them. If a city is within another city's working radius, both city's
Psycloak started to make a really good point on the tie to economic model that city planning has. I'm still not 100% sure how the economic model works (beta doesn't play for me past a few turns); I thought we left this at "cities produce a small amount of resources, and having a resource node attached to your city increases that production rate". Is there perhaps a benefit to a resource for being connected to a city, whereas a resource node that is unconnected (but still close to
And again, using a much lower screen resolution (but still windowed). debug.err
Pretty please? I've got a heckuva lot of units out there now, and I'd like to delete some of the...erm, less well designed ones. Winni
Another occurance, in case multiple files of the Debug.err file helps: Debug.err http://pastebin.com/m7e4f6fee Dxdaig: http://pastebin.com/ma9f0e8 Hope it helps.
Debug.err: http://pastebin.com/m4ff496d0 Dxdiag: http://pastebin.com/d3f8677c7 Sorry not much more help than that. It seems to do this a lot to me, though, so I think it's repeatable. I can get ~100 turns into the game, then I CTD. Let me know if I can provide any other info. Winni
Under quest requirements, add "avoid"; several units are spawned across the map, and move randomly (or towards a destination). Having these units come within X squares of your units results in failing the quest. If the spawned units successfully reach their end destination or number of turns, you win. Nothing throws a wrench into strategically placed units like the wandering bull in a china shop. Winni
Hey, folks, After Frog's excellent trip down memory lane, I pulled back up MOM and DOSBox to start reminding myself about what simplicity can accomplish. One thing, though, I have the 1.31 patch, but I don't know how to patch the game! I seem to recall that if you patched it, you'd see a little "v1.31" in the bottom of the options screen. I copied all the executables and LBX files from the patch into the game directory, but didn't see this. Could a more tech sa
First off, thanks for letting me know I can still get MOM and run it on DOSBOX. Played it last night for about 3 hours, and it's just as great as it was in 98. It got me thinking about how to customize your sovereign, and the (unremembered) trade off between skills (alchemy, warlord, etc) and spellbooks, allowing you to access more and more powerful spells. With the claim that there is now only "mana", and that shards are basically the replacement for spellbooks, how will
I would stay away from being able to adjust essence; it's likely to be the commodity of the game (which lets you build cities, and imbue other characters with the ability to cast magic). Even if the price in points was daunting, I think it would become the equivalent of picking myrror start in MOM; just too valuable for anyone to pass up. Adjustments to training times, research, magical affinities, attack speed (as opposed to movement speed), and luck (increase the chances of fi
I'm a little confused about the economics of the game (and since that's my pet concept, well...you get the idea). It seems like you can produce wood, stone, iron, et cetera, but there's not a utility to them, at least yet. Not having wood doesn't prevent you from building certain buildings, or not having stone, etc. I don't know (it wasn't talked about in the forums) if this was intentional at this build (the nominal "economic" build) or if it's an oversight that will be c
Folks, I may have missed something here, and later additions may change this. But currently, what I see is that a city with only the base improvements will grow to a pop of 28-29 before stopping due to prestige. The only way I've found to increase prestige is by the housing research line, and building estates/mansions. While this is probably early, you may want to provide other options earlier in the tech tree, rather than something that's 100+ turns down the civ lin
http://screencast.com/t/NTQ4YWI2Z Narrow penninsula with mountains blocking access to the mainland.
Codecritter, did you get what you needed for this, or should I repost?
The tech tree methodology is an interesting presentation of the research path, but I wonder how effective it will be. After so many games opting for the "PERD chart" method of displaying the tech tree, I wonder if that isn't a better way to go, because most games have done it this way, and it's become a custom. Yes, it lets you beeline, and that may not necessariliy be a good thing. I also don't know how you'd display "improbable" techs in a PERD graphic. Even MOM, wit
1 is MOM, 2 is Dominions, 3 is Ascendency, 4 is XCOm, 5 is Fall from Heaven, 6 is MOO2. Great games, all. Winni
Whoa, that's not right. Let's try this: http://pastebin.com/d37d0bac2 and the dxdiag: http://pastebin.com/d164ad5f7 Winni
Okay, let's see if this works: http://pastebin.com/m66664bcb How do I take a screenshot? Also, I'm able to reproduce the crash, it happens on entry into the research technologies screeen. No crash when i go into designing units.