Hmm... So 1lvl town could get 3rd level borders? I wonder why things like this are never explained in the game...
player1_fanatic
Well, I haven't seed any benefit of Influential. What exactly it is? Didn't see bigger radius, din't see it getting quicker.
It was 1.06. He said there where 3 patches after release. He even said that campaign got a bit better due to it (extra tutorial tips are added with 1.05) Still... all critical points are valid with 1.06 too.
When I got that Azur(?) brestplate, info screen said that my hero can't wear it and suggested selling it. But then, J guy was able to wear it. So I guess selling it is just friendly advice (so that player doesn't feel cheated), not a must.
Btw, while I do notice all mentioned performance improvements in the game, performance is still not "great". It's playable, but notas good you would expect. Also, Catalyst in Overdrive tab still displays 0-1% activity for GPU (other games have much higher values), and CPU barely ever goes above 30-40% (3 core phenom 720). So why doesn't game use all available resources? What exactly is the weak link that keeps both GPU and CPU underutilized? ^Tested in windowed 1280x800 AAx8 m
Heh... got same brestplate. Azur something... Gave it to J guy (can't remember his name).
Still, all points in review are valid. Although score could be better.
[quote who="weller1980" reply="403" id="2756043"] disabling the outlines around objects gave me a massive performnace boost, is this graphical option here to stay or is it a short term measure? [/quote] Why would they remove a feature? Plus it's aesthetic preference. I, for example don't like cell shaded look, so losing those black outlines improved graphics for me. [e digicons]:grin:[/e]
[quote who="jshores" reply="15" id="2755999"] Actually, if you read the article, it is pretty obvious the guy played the game extensively, on 4 different machines even.[/quote] Nope, he mentioned 3 patches. So it must be 1.06. Which makes sense since it's the only patch that lasted almost a week.
About temple. I|think it's just a text bug. Text description generator assumes that bonus value in XML data files is multipier of 1, for essence boost. So if value in XML is 50, it will think it's 4900% bonus. On the other hand, actual boost of essence uses that numer as percentage, so value of 50% indeed does +50% to essence bonus. . Fun fact: in 1.06 or earlier, value was 1.5, so text screen showed correct 50%, but actual game effect was 1.25%. For shards, text shows
Note that Traveler boots don't fit male fallen model (3 races, exempt Wraith). So they may be intentionally disabled to use them. Still, with current ruleset, only first human faction, Men, can use those boots. While other human factions can work around and upgrade basic peasant unit (which also uses Man race). Also, that J guy you get at start is Man too, so he can always use those boots. . These are also some other items that have similar restrictions, but with no go
[quote who="Arkenor" reply="20" id="2755353"]It's a pretty massive bonus, that's for sure.[/quote] On the other hand Paiden, is pretty crappy faction. I haven't seen influential doing anything, and there is no any cost to settling, so Civilizerd doesn't do a thing either.
[quote quoting="post"]Magic System Changes. This is an area that’s going to get a lot of changes. For instance, Essence will become a boolean (true or false). Your mana will come from a global pool of mana that is from the shards. The elemental spell books (earth, air, fire, water) will get moved out of character creation and into the tech tree so that players can determine what spell books they want. Various spells will gain a mana “maint” rather than using “enc
It also looks better without outlines. [e digicons]:grin:[/e]
I'm only talking about spell boost. Essence bonus was never an issue.
Heh.. I understand. But maybe... I guess... balance tweaked spells could do in separate xml file. Just to make things more modular.
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. This could also explain why Heal scales fine, even without Va
I tested a new game, with single Air Shard, and my Lightning Strike never did more then 15 damage (my Int number), so no 1.07 didn't fixed this. At least not properly. Still, as shown in one of the threads with proper fix, main reason why fix is not working is that game doesn't know, when doing damage, from whom to pull [UnitStat_NumFireShards] value. So if there is actually damage that gets over Int value of the caster, it's quite possible that game is using enemy shard number instea
No, they do not work, even with 1.07. But spell description in tactical combat does display correct maximum damage (multiplied by shards).
[quote who="DrGuppie" reply="111" id="2754431"] They definitely appear to be, since now my sov and his spawn can do upwards of 160dmg with fireball (I'm finishing a pre-1.07 game where easily 20 shards spawned, mostly air, but about 5 or 6 are fire). [Edit] I should clarify that I haven't seen them do 160dmg in one shot, but they have consistently produced more damage than they were before. The 160 is coming from the max damage info in the
Since this mod very modular, exempt spells, I have one idea: What about putting all damage spells in one seperate xml? They way, if someone whats just shard fixes, he could chose to opt for those only.
Only several premade sovereigns start with combat speed 1.0, not all. Also, there are a few other units that stayed at 1.0, like Sentinels from Warlord trait, or campaign heroes.
Here is another horror story, how city far apart, became too close to other city and blocked it from buildings anything: https://forums.elementalgame.com/394890
Ok, I checked the save, and it's exactly the problem I was talking about. City at north, due to resources linking to city walls expanded so much southwards that all buildable tiles for city at south now fall into less then 5 tiles into distance from the northern city. And, as game rule, you can't build buildings on tiles that are less then 5 tiles away from other city (counting from closest city wall). That's also why even destroying buildings in southern city won't free place for new
About issues no 1, 2 & 3. Peasant and Pioneer designs for kingdom races and kraxis use human (men) race as template, instead templates of their own races. And for some reason only humans can wear some of the boots, and they also get +1 to base attack. If you choose human kingdom, you'll see that same applies to all designs.