I have to say I was disappointed but good to see you can man up and admit you were in the wrong.
Sarudak
Which is why we need Python access! [e digicons]:grin:[/e]
I want one!
[quote who="awuffleablehedgie" reply="22" id="2728339"]really, competitive multiplayer means all players will play as Females for the quicker marriages.[/quote] I was thinking the same thing... Which is why male sovereigns should get slightly higher stats IMO...
All I know is that it's different from the enchanted crystal things.
It's not just implied it's been clearly stated. One person, one soldier is exactly that. One man.
The biggest problem with making late game armies is lack of gildar... Late game cities should make loads of gildar off of commerce and thus allow you the means to support huge armies...
I found some of that too and i would like to second your question with an added I have no idea...
Yes the epic feel is lacking. I believe this is going to be fixed by modding because the game has the potential for it but I think the team is kinda committed to how the game works now.
I think frogboy said that they have plans to move alot of hardcoded stuff out to Python for people to be able to edit. That's probably what you would need to be able to do if like statements or have the gold produced be based on other stats. Because XML is just a data format and can only do what the interpreter understands. If the interpreter doesn't have any mechanism for understanding a reference to one statistic in another section then there's simply no way to do it with the XML.
I think instead of costing more money to balance getting to equipment could take your hero out of commission for a few turns of 'training time'
[quote who="chris8b" reply="11" id="2726968"]I just married two in to my dynasty. They have insane stats. One has 675 hp, 8671 defense, 1458 attack, 119 sight, 67 combat speed, etc... It has ruined my game, to be honest.[/quote] [e digicons]8(|[/e] [e digicons]8(|[/e] [e digicons]8(|[/e] [e digicons]8(|[/e] [e digicons]8(|[/e] [e digicons]8(|[/e] [e digicons]8(|[/e]
I love the title and OP... If this is a joke you get props... :D
I like how packing my soldiers together in a small area makes them immune to area of effect spells... [e digicons]:rolleyes:[/e]
Yeah in should be a percent modifier like strength... Really though I would prefer an opposite balance with magic being underwhelming in the early game and totally thrashing everyone in the late game.
I am really looking forward to a complex and realistic mod to address tactical combat. I think this is something that should be a community effort and if some kind of consensus could be reached would benefit the game greatly. Especially for those that want to actually have to think about their moves in tactical combat... :P
One bit of advice is make sure that if you do a binary compilation that you do the first compilation during the install or include a precompiled binary so that (especially when people are reviewing the game) that first long load doesn't get stuck in people's minds.
Brad there is another game with integrated modding. It's an open source game called Battle for Wesnoth. If you've never seen it you should check it out. :) EDIT: Note there are no modding tools but the mod downloading, uploading and running is all integrated...
I really like this idea. Especially if it means you could militarily control resources in the opponents area of influence. I don't see why military might can't trump this mysterious passive 'influence' blanket that cities put out...
I think the more you use the ring the higher the chance of having a non-standard game over (ie you lose because your ring bearer was corrupted by the power of the ring) in the case of multiplayer every use would be a risk and each successive use would increase the risk. On corruption that player would be removed from the game and replaced with an AI but the AI would use the ring to the full.
If you're going to have custom faction creation in the XML only I suppose that's fine. But you can't really legitimately advertise that you have custom factions in the game because you don't. That's like saying that you have multiple world maps like in MoM because you could mod that in with XML...
Personally though I would like to have a concrete value/use for diplomatic capital even in single player. Or at least some explanation of what it represents... Once we get that we can go from there in giving it uses.
Frogboy did you guys see my suggestion about diplomatic capital being representative of the respect of the people and thus giving it possible concrete in game value? REPOSTED from balancing thread: I don't know if this has been mentioned because I only skimmed over the thread but I had an idea to make diplomatic capital and the diplomacy tech tree of value even in multiplayer. The fundamen
Sure it seems great for the AI... But you still need to give it some real concrete value for human v human games.
I like this idea as well... Like you would just zoom in on the tile and place buildings. But then I have to ask why we're positioning buildings if it doesn't matter... And if it did do we really want all the micromanagement?