DrGuppie

DrGuppie

Joined Member # 2418511
2 Posts 135 Replies 316 Reputation

[quote who="Trojasmic" reply="1" id="2784889"]I don't get the "swords or butter" reference. Can you elaborate on that choice a bit more?[/quote] I can help (I think). Let's say you have a town that can support a maximum of 10 people. You've got 10 people and you train 4 archers. Now you have 6 townsfolk and 4 archers. Your town is still supporting its max population, some of whom are now in the military.

8 Replies 29,514 Views

Forgive my ignorance on the subject, but what about quests that cause localized effects? For example, could this sample quest (if completed) lower the number or frequency of monsters that spawn near it? That particular effect might not even be all that relevant if quests only show as available in "controlled" areas, but the capability for localized results would be cool :)

34 Replies 115,149 Views

[quote who="Ahroo" reply="13" id="2764223"] Quoting BLoads, reply 4They produce food because the farmer driving it has to stop and shoot buffalo, even though he can only carry 200lbs of it back to his wagon. Mary and Todd have cholera. I feel old for being the only one that gets it.[/quote] Don't worry, you're not the only one who gets it ;)

35 Replies 33,695 Views

[quote who="p22" reply="141" id="2755035"]I posted my theory in other thread: That maybe enemy shards get counted instead, since after all, game doesn't know to pull properly [UnitStat_NumAirShards] or similar value when doing calculation. Should it get it from target unit or from the caster (since ValueOwner tag is missing in final calculation)? When ValueOwner is properly defined for final calculation (that includes shard number), spells do proper damage.

186 Replies 344,049 Views

[quote who="kryo" reply="136" id="2754929"] Nope really, they do not. I did some tests with 1.07, and no more damage with multiple shards. We had a fix, but it had to be reverted for the public update as it caused some other issues.[/quote] Is there an explanation for why one of my children with INT 28 (or 26, little foggy) was able to do 86 damage with Infernal against one target? <img src="http://dl.dropbox.com/u/8018430/infernal_86_points.png" alt="" width="

186 Replies 344,049 Views

I suspect the comments above were referring to me - I am finishing up a save game from when shards would randomly spawn so I have lots of shards. My sov has like 84 essence and fireball can do somewhere around 160dmg (according to the spell tab). I amended my comment in the

12 Replies 44,024 Views

[quote who="malichai11" reply="69" id="2754060"] Quoting BNotorious, reply 20 Quoting Shadowshard, reply 2Are shards working now? yeah and him too... I'm sorry, I haven't seen this answered yet. Are shards now working in tactical combat to increase the damage of your spells?[/quote] They definitely appear to be, since now my sov and his spawn can do upwards of 160dmg with fireball [e digicons]}:)[/e] (I'm finishing a pre-

186 Replies 344,049 Views

[quote who="Lord_Asmodeous" reply="50" id="2745633"] Quoting Jrandom, reply 48Folks in this post have spoken of raising mountains around their borders. Have they actually tried doing this? As Empire, my spell for Raise Land states that you can only raise terrain up to hills, not mountains. I have also tried in-game to use it to close off gaps in the mountains and was unable. Is the Kingdom version different? No, there's a book you have

80 Replies 260,723 Views

Other than the framerate slowdown after hundreds of turns (though I haven't had it show up yet at 568 turns this game), I have so far found late-game pretty manageable. In my current game I only founded 6 cities, but two of those were to control an area of intense monster spawning - though I should have just formed an Accursed Valley (raise mountains around it) from the beginning. Would have been a nice wildlife preserve ;) I haven't built a pioneer in like 300 turns. The rest of my 1

80 Replies 260,723 Views

You know - this could just be the disconnect that currently exists between setting the World difficulty level which is done where you set the world name vs. the AI difficulty level, which is done per faction (right now - that's supposed to be changing so that setting the world difficulty level also defaults the AI to that level as well). Try going in and setting each of your AI opponents to Easy, since in 1.05 they default to Normal I believe.

40 Replies 127,585 Views

You might also try - for the sake of learning - playing on the Epic speed. I play Normal with Epic selected and a custom sov and I don't think I'm power gaming or anything, but I rarely have money problems. Check your Kingdom Report and see if your cities are losing a lot in admin costs. If so, you might be building improvements that are +% modifiers in cities that have nothing to modify. Like building a market in a city that makes 0 gildar. Unfortunately, until we have a global repor

40 Replies 127,585 Views

Yup, this is a bug with the spell/ability. I've had the same behavior. Here's the spell's modifier function (from the data\English\CoreSpells_COMBAT_Tactical.xml file): [CDATA[[UnitStat_Attack] * -0.5 ]] According to the text, it should just be [CDATA[[UnitStat_Attack] * 0.5 ]], so that the attack doesn't go negative. There's something else going on with it as well, though, because it's not just a negative attack value but it g

6 Replies 5,106 Views

[quote who="Raven X" reply="14" id="2733920"] Quoting unacomn, reply 9I'm curious if whoever balanced the reproduction system was a Dragonball Z fan. Because in that context it would make perfect sense. LoL nice reference.[/quote] Except then we'd have entire hours of her staring at her opponent ;)

20 Replies 26,826 Views

[quote who="TheProgress" reply="2" id="2732926"]Essences of 66.6 ? Clearly the child of some semi-dark prophecy .[/quote] If you don't tell then I won't tell... ;) [quote who="Bloodlyshiva" reply="5" id="2733258"]What were the stats of you and your spouse at the time? Game says it takes from both sides, so if it's a mere case of addition+some random element...there's gonna be some serious stat boosts going on.[/quote] Nothing quite like that, th

20 Replies 26,826 Views

[quote who="Polistes" reply="1" id="2732921"]Well damn thats a serious case of PMS there! Jst make sure you get her that pink pony/drake/whatever she wanted for her sweet 16 birthday or your kingdom is toast [/quote] I wanted to give her one, but she insisted in going out and "catching" it herself ;) [quote who="James009D" reply="4" id="2732954"]I smell someone being dethroned in the near future. No way she will tolerate you in the long term. And you'd better leave her unmarr

20 Replies 26,826 Views

My first born daughter in my current game (started in 1.01 but updated to 1.05) was born with these stats. I gave her a horse, a sword and a shield and told her to go conquer, well, everything. Oh yeah, and I don't know what stat is doing it but she regens 6HP and 6MP per turn in tactical combat. I'm terribly curious to see what the rest of my children turn out like. After all, this one c

20 Replies 26,826 Views

[quote who="AbsynthMinded" reply="48" id="2728453"]Why is the summoning spellbook being disabled? [/quote] It's only disabled from being a starting spellbook. I suspect that it was a too powerful starting option.

222 Replies 633,431 Views

[quote who="Jajusha" reply="2" id="2727843"]Not wanting to derail the thread, but does anything pick anything thats not "+gildar bonus" when your towns level up? The other 3 options just aren't appealing enough imo.[/quote] Only if it's a tech or arcane research hub. It's something I'd like to see expanded since right now, if the city isn't a tech or arcane specialist then half the options do nothing and of the remaining two, only the +gildar is useful long term. I'd

17 Replies 46,397 Views

[quote who="satch4684" reply="30" id="2721293"] Quoting TheProgress, reply 26A bit concerned with performance (judging from that video) but I'll have to wait and see for myself. agreed [/quote] Don't read too much into the video performance - I seem to recall that whatever tool (FRAPS?) they're using is frame rate limited and ends up looking choppy. I've had battles in Beta 4 with those numbers of units and it's been fine (Core 2 Duo

55 Replies 107,531 Views

[quote who="Annatar11" reply="11" id="2718383"] But the game isn't specifically designed to support it. But it is, since all the required resources needed for solo adventuring (gold, research, spell research) can be acquired without building a single city. [/quote] Yeah, I'd say the design allows it but I don't think it encourages it. The balance as of Beta 4 would make that a hard path to follow. Depending on how the progression has been changed for the release, it co

35 Replies 17,739 Views

I didn't see this thread until after I'd gotten my OOM (so wasn't watching memory usage in task manager), but I haven't had a chance to play since then so still have the debug.err and auto save from 3 minute before the crash. http://dl.dropbox.com/u/8018430/oom_AutoSave.EleSav http://dl.dropbox.com/u/8018430/oom_debug.err

150 Replies 278,121 Views

I've been able to create a beach, but I had to do a couple tiles to get it to "take". And it still showed up as a "grassland beach". The harbor where the mouse cursor is in the screenshot is on beach I created from raised land. Well, I guess dropbox won't let me embed an image. Thanks Publius; I've done that for Elemental saves but for some reason had

4 Replies 2,167 Views

[quote who="Clawdius_Talonious" reply="4" id="2670045"]This is really just an issue early game though, isn't it? I mean the city center is not a building you're accessing and upgrading or anything... Does the name actually interfere with building placement Zuggs? I hadn't noticed anything like that.[/quote] Haven't checked to see if it gets in the way of actually building, but the placement annoys me so much that I don't have it on ever. Which is a shame, it's handy info but it's just

5 Replies 595 Views

[quote who="Nuemcy" reply="1" id="2670039"] not a bug.. need to be at a beach basically a lowered portion of terrain that looks to be going into the water [/quote] Well, that's still a bug - while the unit shouldn't be able to disembark without a beach (and that really, really needs to show up in the cloth map), it shouldn't show sort-of-show-up somewhere else ;)

2 Replies 473 Views

I think, though haven't confirmed it yet, that you have to build an archery range for the list to show any archer units. I seem to recall running into exactly the same thing, but then once I built the archery range they showed up. Personally I think it should be handled like when you don't have the resources. You get a "disabled" icon and clicking on it will show you what building(s) you need to actually build it.

6 Replies 732 Views