[quote who="LDiCesare" reply="8" id="2654738"]The current city building didn't add diversity. you were forced to build gardens and houses, effectively making less choices as to what buildings to add to your city.[/quote] I don't buy this. People forget in Beta 1 there was an "imbue farm" spell which effectively increased food production by sacrificing essence, and a "imbue city" spell which increased the capacity of a city. The strategy is to make food production effective so
MagicwillNZ
[quote who="Winnihym" reply="7" id="2654480"]I'm also hurt, deeply hurt, by the callousness and unfeeling behavior of this forum community. C'mon. Sorting grains of rice by texture? Amish Girls Gone Wild? That's comedy gold, people. Sheesh.[/quote] Nuh uh. Politics is funny. Gaming is serious.
[quote]Or a hair from Chuck Norris' beard. [/quote] I'll take your hair from Chuck Norris' beard and raise you a drop of sweat from Bruce Lee's brow.
[quote who="larrypeters" reply="4" id="2654693"]This thread got me wondering if I'm understanding how books work. The way it seems like it works is you start with X number of books and you add books you find as loot, etc. Later, LAR[/quote] In the first beta there were technologies that gave you spell books. Having books as quest items would be neat, too.
[quote]MagicwillNZ, neutral settlements are still in. I asked Frogboy in the June FAQ, and this is his response:[/quote] Kick ass.
[quote]Becuase it's not a problem. Do you really think the map generator is going to allow for such grossly unfair starting locations?[/quote] Yes, because it's already been stated by the devs that it's possible to roll up a world with no fertile land at all, or it being very rare. You can watch the AI developer diaries if you want. There's no guarantee you'll spawn anywhere near food resources. Period. I mean, hate gardens if you want to. I don't doubt that there needs to be
I think there's a lot of potential with what we have. Does the game need a major city overhaul? Yes. But don't forget that other parts of the game and the UI are undeveloped making the city situation seem worse than it actually is. Once there's a greater variety of strategies I think we'll know better how to deal with cities.
[quote who="weez2mo" reply="22" id="2654550"] With Tzeentch as your sovereign, anything is possible. "Tzeentch, improve me!"[/quote] OMG Tzeentch is a channeler! [e digicons]8C[/e]
Interesting... I can't wait to see how we can imbue our citizenry... with multiple arms and fangs... [e digicons]:grin:[/e]
[quote]On a single huge map, can have a progression from east to west or whathaveyou, draw out an area, then have the tiles between the areas look like stairwells or caves or teleport pads or whatever else you desire. That way could get the same kind of feel, but still all within a single map, which is sort of how you'd have to do any PW of significant size if the server won't allow us to have multiple maps loaded at once.[/quote] Hmm well I haven't seen much news on this yet but the
I'm still planning on doing my Space Colony mod. A little different from what you want, but you're welcome to borrow assets that you want as they get done, not that I'm any good at it at this point.
[quote]Have you tried saving, quitting, restarting and reloading? That may clear up any memory leaks/problems or the like that may be contributing to your problem. Also try to reduce some settings to minimum and if that improves things, slowly increase them til it becomes a problem again.[/quote] Ditto. Saving increases stability for me for some reason.
I really want neutral kingdoms. Earlier, Frogboy had talked about the possibility of releasing cities as "vassals" and allied states. I really hope this is still in, even though I'm not sure how practical this idea is.
Well, any limits should be organic and not some hard-coded limit. As theoretically cool it would be to have 100,000+ units I'd like there to be practical gameplay limits to the amount of units you could make. Winning by burning out your opponent's processor is not sporting... [e digicons]:grin:[/e]
[quote who="Nemesis7884" reply="9" id="2654073"] not sure if i understand what you mean? well some of the empire races look a bit like the lord of the rings orcs...[/quote] Lol, sorry, I can get a little incoherent when I'm tired and off my medication. What I meant to say is that I'm glad that orcs aren't in the base game. But, I hope that with the modding tools people would be able to make them, because it would be a shame if people couldn't use the classic fantasy races
[quote]Edit: That's one Seriously Bad Ass Song right there.[/quote] Dark Moor is one of my favorite bands. I rave about how awesome they are at every possible moment.
[quote]Could You Really watch the End of the World?[/quote] Huh. What a profound question. Are you talking about the End of Civilization or the End of Earth? Those are two different things. As for me, I'm not worried about the Earth no matter what we do to it. What I am worried about is the habitability for Earth for we humans. I care about humanity. I am human. In some ways I am the Supreme Collectivist because I believe your own fate is tied to the fate and well-being of those aroun
And for the "Girls who sound like men" category... http://www.youtube.com/watch?v=q8u3FaMC_wU&feature=related Not to disparage Elisa Martin. She is one smokin' Spaniard with an awesome voice.
[quote who="Tridus" reply="77" id="2653090"] No, Sanati is wrong. I know how to use gardens just fine, and understand the system perfectly well. The system is just plain annoying. Growing cities becomes a game of jam packing gardens and houses in, which is about as far from fun as you can get IMO. It seems like people who think nobody but them understands gardens themselves don't understand the complaints. Food resources ARE important. The world is recovering from a cataclysm.
Yeah, there's going to be a ton of different tomes. What sort of "mana" mind control and illusions fall under remains to be seen.
I'm actually glad orcs didn't make it to canon. It'd be a shame for people not to be able to make their favorite weapons.
[quote who="Slainangel52" reply="14" id="2653344"] low HP aside, my children always seem to have abysmal stats that reduce armor/weapons you give them to nothing anyway. .2 modifier for weapons and armor. I assume the system is far from finalized and is just there barebones atm.[/quote] One would hope. I'd like to put those brats through school and university. Maybe they can do something useful like making me piles of gold.
Managing and shifting around pull-down menus of supertiles is not very intuitive, and sounds like even more micromanagement than before. Not that I think there's much micromanagement now. I think the "micromanagement" problem is seriously overblown that's actually more a symptom of a weak UI. Plus, we've already got "supertiles", in terms of markets and full-size farms.
I think the easiest way to solve this problem is to make all neutral adventurers hostile to your civilization after randomly murdering them. And of course, adding a prompt before engaging in combat with neutral to avoid tragic mistakes. Also, having neutral adventurers shop in towns and contribute to the economy in a real sense would go a long way to making adventurers more useful.
Well... do you actually need 6-8 movement to pass a mountain square? Because at 1 movement turn/unit going through a mountain wouldn't slow a unit down all that much compared to the plains. Unless you make passing a mountain a multi-turn affair, in which case they're practically impossible to move over anyway except by very fast units. I'd rather not have units able to traverse over mountains, not only for the gameplay impact also for scenario reasons, where the scenario designer migh