Kalin

Kalin

Joined Member # 2423659
17 Posts 971 Replies 10,700 Reputation

[quote who="jscott991" reply="16" id="2781933"]Perigrine is dead right. In a game where I'm primarily playing against the AI, why on earth am I getting nerfed so much? Is the AI complaining to SD about certain strategies? Is it whining over my use of teleport? What is pushing all these changes and why? If players have a problem with certain game-breaking strategies that they use but the AI doesn't, here's a tip: Don't use them! It's entirely your

138 Replies 483,007 Views

[quote who="Terraziel" reply="13" id="2781903"] To be fair, capital rush is exactly how it works now, as it is pretty much guaranteed to have more resources than any other AI city. Indeed, though we keep calling them "capitals" it's not as if currently they are actually distinguished in anyway from normal cities (that I am aware of). If you go the Sovereign's Throne route, you could extend it to giving defensive bonuses, or whatever, something to make your "capital" special and not

36 Replies 102,328 Views

But that's a bonus/penalty for your/enemy territory right? It's not for the actual Kingdom/Empire terrain.

18 Replies 62,973 Views
Reply to The Kraxis in War of Magic

The problem with this idea is balancing. You might not realize this, but the Kingdom/Empire technology trees are actually designed to work together. One branch usually fills in for another. If you just split them apart and throw them up against one another randomly, the end result is usually broken (too powerful or too weak). Take for example, food production. Kingdom can spawn food with adventuring, but only has one caravan per city. If you were to mix and match like y

4 Replies 3,215 Views

Well by starting resource we're talking like 2-3 food/gold/tech per turn, so it doesn't matter a whole lot later on when you're in a serious war. It just makes sure you don't get a double reward for rushing. You still can to take an AI out, but you don't grow twice as powerful for doing it. If you make cities too hard to capture, you end up rewarding a turtling approach instead. Can't fight someone evenly? Bunker up in your city when he comes for you... Although this ha

36 Replies 102,328 Views

Unfortunately no, the game doesn't like pieces of ElementalDefs. Seems like it only load one core rules and ignore the rest. If you want compatibility you basically have to merge changes manually. Also note that changing StatPointsPerLevelUp also affects normal units. Normal units will also get 2 points, but they always use it on Con. As a result, increasing this value will give normal units more health when they level up.

5 Replies 5,444 Views

[quote who="Redwind85" reply="2" id="2781805"]good god why ??[/quote] Usually the answer is: said item wasn't designed for said models and end up looking weird.

6 Replies 5,080 Views

Nah, the best way would be to have the faction make that by default (via faction abilities). You can come up with some weird explanation for it, but this way people won't be rushing for capitals to take over said resources and grow x times as powerful in the process.

36 Replies 102,328 Views

City Population. There is typically 2-3 ZoC size per city level. One is at default size (you'll always get it one turn after the city grows), then as the city gets more and more people, the ZoC expands until it's max size for that city level (not completely certain on the formula for this). Once that happens you have to increase the city level again for more...

13 Replies 10,949 Views

So basically, it's not that there is a lack of resource, it's just that they don't know how to get it. What they need is a tutorial or some method that teaches them how to get food and materials. So here it is: Food: - For Kingdoms: Research Adventuring twice for Exploration, The Lost Bounty, this will spawn two food source, best done before expanding so as to focus all food production on your capital. Then Research Diplomacy, Trade,

138 Replies 483,007 Views

Not at all. Your starting location is seeded with some basic resources that you need to be competitive. Right now it's a gold mine, and a fertile land. I think a tech library too, but that has a longer seed radius. After the initial starting point, expansion is all free, you can build cities in empty spots with no resources, or you might find a great spot that has what you want. While I agree that shards shouldn't be seeded at starting location (it gives too much incent

36 Replies 102,328 Views

I'm starting to think I'm not playing the same game as some of you guys. Food, rare? With even the closest caravan making 2-3 food each? Not for me, I usually have food in excess, usually 30-40+ extra thanks to all the faraway caravans. Materials, rare? With each city pumping out at least 1 and 4 from great mills... nope, not rare at all. The change reduce the size of empires? Mine is bigger than ever to compensate for the change. So um... what? As for the inability to

138 Replies 483,007 Views

I'd like to see: 1) Variable scaling. That is to say, the ability to scale models based on X, Y, Z instead of one scale for all three. You can still keep the overall scale tag, just add something along the line of scaleX, scaleY, and scaleZ. This allows us to stretch certain objects to change their appearance allowing things like tall buildings or short/tall/fat people. 2) CityType definition. This can be done two ways, a tag that defines the type

127 Replies 53,662 Views

Easiest way? hit the "Use Mods" option. As for returning to a default... this is why i keep a default backup to be copied over.

4 Replies 2,873 Views

1. You need to make a new tech tree, switch the techs in question, then link it to your faction. 2. Easiest way is to add a custom stable that produces horses. 3. Just copy the old mount, add the stat of the umberdroth. Making an umberdroth resource seems a bit pointless, you can if you want. Either way, I doubt it would look right mounting an umberdroth. Expect lots of clipping and wierd motions.

1 Replies 1,718 Views

Perhaps he was and perhaps he was not, I don't pretend to know what his psyche holds. Still, I follow his logic just fine. He hated Civ IV, sees Civ V scoring lower and thought, oh, good thing I bought Elemental instead. The only one I'm worried about is why you guys are attacking him.

40 Replies 119,312 Views

I think that's his point. Aside from the AI that can't be modded too easily right now (but will be later), both of your other points can be easily addressed with a mod. Making improvements more powerful and take longer to build... takes... 5 minutes. Make units move farther, takes... another 5 at most. The game is built in such a way that it can be tweaked and tinkered to your style of play, since no matter how they design the core game, it'll never be able to satisfy everyone.

18 Replies 66,467 Views

I think the War of Magic (campaign map) has many triggers that prevents you from going beyond certain points without doing other things first. As a result, if you play it as is, you'll get weird quirks like this. If you really like the map, you should open it up in the map editor and remove all the triggers and save it as another map, then play that one.

3 Replies 1,703 Views

Apparently the essence of your children is tied to spawn rating for some reason (don't ask me why - I don't know). So later children tend to come with a sick amount of essence right now (will be changed later). But the amount of essence hardly matters, it's the mana regen that makes them good in battle.

4 Replies 2,092 Views

He never said anything about Elemental being better than either. From that comment, all you can tell is that Civ V isn't as good as Civ IV, which he hated. Personally I don't get what the comparison between the two is, they are different games, almost like night and day. You might like one better than the other, or maybe you like both. Big deal. I'll probably end up getting Civ V, but honestly I have very low expectations for it, having played Civ II and the 3000 incarn

40 Replies 119,312 Views

All they really need to do is balance the attack of bows a bit like they did with other weapons. Short bows = 2 atk, long bow = 3 atk, then add a couple of better bows that eventually reaches and perhaps even bypass the strength of the current bows. Thus, you could still have bows from the getgo for archery factions, but it won't be nearly as op, and you'd still be able to use them later if that's how you like to play the game, you just need to research that path.

15 Replies 137,040 Views

I don't mean to devalue arcane research overall compared to iron. It's just that you can build little arcane lab/lore shops in your cities and find arcane researchers to fill in that need, especially since the later spells aren't all that needed. So unless you're planning to win by spell of mastery, the ancient temple itself isn't a high value thing in my mind. Whereas iron can only come from iron mine (and ventri mine), so it has more importance as a resource node.

6 Replies 5,857 Views

Think of it this way: the food and housing is place in the open to attract people to the city. Basically you build a house complete with food on the table in order to say, "Hey, you guys walking around in the swamps over there, we got a place for you to stay and food on the table, come join our city." Then you put them to work in w/e sweat shop you got setup beside that house.

40 Replies 76,619 Views

Seems pretty close, but I think food is pretty important to expand your first city. More so than even gold. Lost Library is still the most important in my mind though. With lost library you can research to spawn gold (and food for kingdoms). The food is needed to expand that city to level 2 to get the room needed to spawn the resources. So those 2 goes hand in hand in my mind. Only other thing I'd say is that depending on your strategy, iron might be more important that ancient temple. If tem

6 Replies 5,857 Views

Heheh, I was kinda going for that "hidden in the woods" feeling, and might have went a bit overboard trying to cover the stuff with trees, I'll see what I can do with it. Although I'm not so sure it would work as well as a guild tribunal (you can certain use it as that if you need), the reason I say that is mainly because I was designing the second tier ring to overlap to essentially create a 2nd layer of the city high above the brushes, I'm not sure if that shows up in the images too well th

598 Replies 3,037,957 Views