MoM had fear effects; some monsters required a passed fear-check to attack or counter-attack in melee. This was based mostly on the catch-all resistance stat and generally the stronger units didn't fail resist rolls.
keithLamothe
On lack of resources, as some others have said: 1) Takes More Time 2) Costs More Money 3) Each ResourceType xml element has TurnsToScavengeOneUnit and GoldToScavengeOneUnit 4) Very rare resources should have very high (but finite ) scavenging ratios 5) AI must consider turn and gold cost of construction/training so it doesn't get stuck s
Brad, Thanks for the update (and for correcting it to say 1B). Please let us know if there's anything we can do to help.
That would actually be more intelligent than many AIs shipped with games nowadays.
I'm not certain but a dxdiag dump might help here, as it may be display driver/etc specific. I don't get that particular glitch and I've got windows stomping all over each other sometimes. A debug.err from a game where this happens wouldn't hurt, either.
He built a railroad [e digicons]:O[/e] More seriously, when you said "after claiming a couple cities" do you mean that you conquered one or both of the ones that later built the double road? But I think it's just that you have a road going from Aweyoli to Tisunisu and a road going from Voxif to Tisunisu and they run in parallel (the map squares apparently only track the fact that they have road on them, no directional info, so graphically all road connects to all adjacent r
(double post)
People just don't take "Lord Frogboy" the right way. But I'm in favor of it.
Crazy C, Thanks for the insight, that makes a lot of sense. I also have to do things the long way around before using generalized tools from other people, and often I just wind up writing my own generalizations once I've figured out the process from nuts and bolts (as an example, I started trying to adapt our web app development to ASP.NET and wound up writing my own custom HttpHandler and pure C# app structure). All that to say I really sympathize with not just starting w
or a C# one
I'm wondering if IDLE was selected because the IEnumerable property returned a ridiculous number of elements and he just called First(); I probably would have, being new to it.
I'm sure that whatever timing/turn system they use it will just be one system. Otherwise they have to implement a lot of stuff twice, test it both ways, balance it both ways, etc... I'm also pretty sure it won't be anything to terribly annoying, but I don't know how any one of us will react.
Ouch, sorry to hear that exposure and intellisense isn't working as it should. I've never tried exposing c++ to python, but this library/tutorial looks promising: http://www.boost.org/doc/libs/1_40_0/libs/python/doc/tutorial/doc/html/python/exposing.html Not sure if you want to use the Boost library but the license seems pretty explicitly designed so that you can u
Ah! The karma! It burns! *melts away*
@onomastikon, you'll find that it is difficult to extrapolate significantly beyond one of these posts; Brad doesn't have time or space to go into all the details and those details are changing significantly over time. His statements do not necessitate a low number of cool things unlocked, simply a low number of separate techs.
Sometimes limiting detail is important so you don't learn too much about other players.
Brad, thanks for all this info, and particularly for your enthusiasm that the modding features be done right and done right sooner than later. It's very easy to let that stuff slip to the end of the development cycle where your programmers look at you with those puppy dog eyes while explaining that they really can't make that fundamental change without adding 2-3 months to the release timeline (and they're generally right, at that point). One thing we'll need to make very sure o
This is just one of the forms of modding that will be available, yes. More detail at: https://forums.elementalgame.com/349782
You can empty the current-research slot in the beta, which stops all research.
Looks like they're ignored.
Yes, the inherent diminishing proportions may be quite sufficient, we'll see in testing.
Scoutdog, thanks, I should have checked the other end of the association.
Yea, I think it's overriding anything we have locally. Not sure if the "Use Mods" game option tells it to use local files first but I doubt it does that because it could theoretically be used to bypass the internet-requirement of the beta. As for Color and HotColor, there's the fill color of the research bar at the bottom right of the main screen, just select a tech and hit turn a few times and you'll see it. I'm not sure if it's Color or HotColor, but you could set one to
Yea, Wintersong, I tried modifying one of the xml files (a race description for easy testing) and checking "Using Mods" on the menu, and it didn't seem like anything had changed. Did you do something different? Edit: and yes, a slow-sloping exponential formula (n + log log n or something?) of some sort for the infinite tech costs would probably be better than something linear, but perhaps further testing is in order before we can tell.
[quote]When you play multiplayer,the data all sides use is server-side – the data you have locally is irrelevant. So you can mod your game all you want without worrying about multiplayer.[/quote]I know this has been covered before, but just to make sure the answer hasn't changed: where does the server-side data come from? The host's PC? Stardock servers (i.e. vanilla data)? I'm certain you don't intend to exclude mods from (non-ranked) multiplayer, but I ju