Is there anyway to prevent the AI from building outposts inbetween the territory of other civs? In Civilization, I think this was called the "checkerboard" or "patch-work" effect -or something like that. In my current game, there are small boxes of AI territory (from outposts, not cities) in the middle of other civs. Is there anyway to change this (a mod or other solution)? Thanks in advance
JetJaguar72
I've read many posts which say that the 1.4 update is going to be a patch that improves diplomacy; but I don't see anything related to diplomacy in the patch notes. Are there any "under the hood" improvements to diplomacy? Thanks in advance
Is this beta patch saved game capatable? Thanks in advance
I'm a fairly new player playing as The Capitar for the first time. What do you think of The Capitar? Being able to move three on both the strategic and tactical maps seem to me to be it's greatest strength. The Bazaar doesn't seem very strong to me; though I've yet to build it. I simply don't set my production to "build wealth" hardly at all because there's always something else to build. I also don't rush build very much, so the 25% discount for th
Is it possible to replace the leader videos that you see when you're conducting diplomacy with a still picture? I never thought the leader videos were too great. Thanks in advance
[quote who="parrottmath" reply="2" id="3402112"] Might want to post your debug.err file, or at the very least post your specs for the computer.[/quote] Thanks for responding. How do I post my debug.err file? I've never done that before. Thanks again!
One thing I've noticed: When I start a game the ambient sound isn't working, but when I end my first turn, it comes on for a while. Then it goes out after a while.
The ambient audio always stops after a while of playing, then comes back on later -only to go off again. I've tried verifying my game cache on steam, but this hasn't solved the problem. Any suggestions? Thanks in advance
[quote who="Primal_Savage" reply="16" id="3401820"] The reason I was suggesting to up the difficulty level was simply that an AI with more resources will likely expand more. So you could up AI intelligence to Ridiculous (For the AI you feel aren't expanding enough) and let the other AI with the same intelligence (Expert). It seems to me that magic AI have more problem winning/expanding (Except Pariden) than war AI. Something to consider if you sele
[quote who="Primal_Savage" reply="13" id="3401671"] Quoting MechaGodzill, reply 11 I've been playing on expert. How do you think that increasing the difficulty to ridiculous might help balance the number of AI cities relative to each other? Thanks in advance. LOL, someone is edgy! You're welcome. [/quote] I think that maybe my current campaign has been somewhat of a fluke. When
[quote who="Primal_Savage" reply="10" id="3401661"] Increasing the AI intelligence might just do it... Have you tried the higher levels?[/quote] I've been playing on expert. How do you think that increasing the difficulty to ridiculous might help balance the number of AI cities relative to each other? Thanks in advance.
[quote who="coyote303" reply="8" id="3401629"] Interesting idea. Be sure to let us know how it works out.[/quote] I will. Do you have any other suggestions that might help balance the AI's number of cities relative to each other? or just anything which could help with run-away AIs? Any changes I make, I'll have to make prior to starting (can't mod in mid-game). Thanks in advance
[quote who="StevenAus" reply="6" id="3401616"] All game related XML data is stored in the savegame, so yes, you do have to begin a new game for changes to take effect.[/quote] Thanks
Do I need to begin a new game for this to take effect? I doesn't seem to have effected my current campaign. Thanks in advance
[quote who="Primal_Savage" reply="11" id="3401566"] Something along those lines? Just gotta find how to stick an injury on a sov... Note that this would be a permanent +1% unrest Unit_Injury??? Self_Injury??? Sov_Injury??? Player_Injury??? Obscurity
[quote who="Primal_Savage" reply="3" id="3401439"] Quoting MechaGodzill, reply 2 I've been searching for a way to increase the unrest penalty for number of cities from 3-per-city to 4-per-city. I've been searching through the files under "data/English" -but no luck. Does anyone know the name of the appropriate file? Should be a very simple change. Thanks in advance ElementalDefs.xml 3</CityC
I've been searching for a way to increase the unrest penalty for number of cities from 3-per-city to 4-per-city. I've been searching through the files under "data/English" -but no luck. Does anyone know the name of the appropriate file? Should be a very simple change. Thanks in advance
Hi. I'd like to mod two things in FE:LH, but I can't find the right files. First off, I'd like to increase the unrest penalty for number of cities from 3-per-city to 4-per-city. Should be easy enough, but I haven't been able to locate the right file. and secondly, I'd like to add some slight penalties for when a sovereign is defeated: a temporary unrest penalty and a reduction in fame (similar to the loss of mana that occurs now). This is pro
Can I mod the effects of a defeated sovereign to test it's effects? Which files should I open? Thanks in advance
In most of my games (always play with 10 civs, huge map) it seems as though one or two AIs end up with 12 or more cities while most AIs have 3 cities. I'm not talking about late game, this usually happens quite early. So very early in my campaigns, about 80% of the AIs are almost certainly out of the race for a victory. To deal with run-away AIs (which is a problem in most 4X strategy games), I'm wondering if maybe the unrest penalty from number of cities should be increa
[quote who="elmuneco235" reply="1" id="3400219"] I never base what I'm going to promote my first city to on my first city, but on my second and third. My style is very unit-based, so a productive fortress is important to me (if you play with, say, a single assassin hero, it wouldn't be important at all). Your first city is the only one you can guarantee will be good (assuming you have a 9-resource tile), but that doesn't mean you won't soon run across one that will
I'm playing as Altar and my first city is a 4/3/2. It's about to reach level 2. What type of city should I make it? Is there one type that stands out as the best choice for this situation? Thanks in advance
I'm still having the same problem and I've tried everything I could think of to fix it. Any ideas? Thanks in advance
[quote who="onomastikon" reply="66" id="3400144"] After seeing the pre-release notes of what is in the making for 1.4, I'm quite worried. I do still have high hopes for 1.5![/quote] Where can I see the 1.4 pre-release notes? Thanks in advance
Excellent ideas about weapons. I've been thinking about similar changes for more realistic immersion; especially spears against mounted. Balancing this may take some time though