[quote who="Heavenfall" reply="2" id="3260743"]There's a special file called city- something that has those values. You'll need to boost some coreimprovements.xml as well, and a bunch of techs and... Stuff all over the place really.[/quote]Yeah, CityResourceEffectDefs was where I got the variable names in the first place. I was just an idiot and wasn't opening it in an XML editor, so was looking around futilely for a different file where they actually got declared. Tha
Doopliss
I have an irrational hatred of the End Turn button, and would like to End Turn as rarely as possible. Intuitively, the easiest way to do this would be to make units default to four moves instead of two, double ResearchPerPopulation, ProductionPerPopulation, ProductionPerMaterials etc, and double everything that provides a non-percentage-based boost to any resource. The unit default move and improvements I can work out, but I have no idea where to start with the economic variable
While playing through the Campaign, I kept a list of little (emphasis on "little") complaints to keep myself occupied. From my (very limited) coding experience, I can't imagine they (EDIT: well, most of them) would be difficult to fix. I'm not an expert in the English language, so I may be wrong on a few of the proofreading complaints; in that case, I'm very sorry. Halfway through the campaign I updated from 1.06 to 1.07. I don't think 1.07 changes the Campai
Dwarf Fortress download http://www.bay12games.com/dwarves/index.html Graphics set repository http://df.magmawiki.com/index.php/List_of_user_graphics_sets Whee, this is the first time I've tried one of these. Many thanks. EDIT: Whoops...
You can download the game [url= http://www.bay12games.com/dwarves/index.html ]over here[/url], and the graphics tilesets [url= http://df.magmawiki.com/index.php/List_of_user_graphics_sets ]here[/url]. Whee, this is the first time I've tried one of these.
Can I have the Metal Crafter as Doopliss?
[quote who="TCores" reply="47" id="2641797"] Remember to record the human cheese! Human cheese makes for beautiful packaged AI strategies! Imagine the look on the journalists faces when you tell them that the AI will do stuff like sink part of a continent so they can hide on it and develop their empire and not get attacked. (that's something you can list in the XML for the AI personalities) like this: [/quote]I think the idea behind Human Cheese is that it's really easy fo
[quote who="Tormy-" reply="82" id="2631208"]I think that the following "statement" is true about most of the console players: eye candy > everything else for them. Besides, it would be pointless to make a decent strategy game for the consoles. People are buying consoles to play some FPS/Action/Sport games for example. [/quote]That's a lot of generalizations. [e digicons]:grin:[/e]
[quote who="Stmorpheus" reply="111" id="2628834"]i for one am glad that the battles are Turn based. i just don't want to have to think very quickly in battle. i want to be able to think about my strategy, atleast for single player. for multiplayer, perhaps a timer that gives 1 minute to make decisions. [/quote]Once again, though, that's more a matter of implementation than anything. If real-time tactical battles were used, it would be much more likely they'd be sl
[quote who="Tormy-" reply="8" id="2622468"]I think this expansion will be released in 1-2 weeks, and they are already working on the second expansion. [/quote]It's actually coming? Yay! I've been waiting for it to buy, and the last time I trawled the forums suggested it was coming in March/April. [e digicons]:grin:[/e]
[quote who="strager" reply="16" id="2620727"]It's not that we hate steam per-say, but we hate being FORCED to have it installed, and not able to play without it, or a connection to the net. This means that if while playing a single player game, your connection fails, you can't continue playing until the connection comes back. Same thing if their servers are down- you can't play.[/quote]Wait, I'm confused. I know Steam has an offline mode; I use it quite a bit. Does Steam make you
I'd rather address the experience system itself than just divorce Essence from it; a grand total of half the game's base attributes (Intelligence which increases spell learning, wisdom which makes spellcasting cheaper, and Charisma which influences diplomacy) have quite little to do with combat. Questing is a viable alternative, but still limited in that quests generally revolve around wandering about and getting into fights, and sovereigns [i]should[/i] be able to stay at hom
The intention was to calculate strength by combined cost of all units and structures (potentially weighed differently) plus something related to income plus a little bit related to existing resources. It's certainly too early to say how income/expenditure should be weighed compared to infrastructure and troops. After that (assuming that doesn't turn out so good, which is likely), I'll take a "see what works" approach. It seems to me that very little of the factio
The big idea with the economic style is the interplay between different provinces. Your high-power production provinces need agricultural provinces, and those are inherently more vulnerable. Spells can be used to break choke points or wreak havoc behind the borders, and war is very much a matter of managing an attack while stopping your nation from falling apart. A random map generator is something I'd love to do (The Dominions series, which was a major i
I'm thinking about making a TBS game, and thought this would be the place to ask if I had a workable concept. If anyone's up for reading six pages of game outline, I would very much appreciate the constructive criticism. Thank you in advance. Note: I'm aware that it's pretty much long, backbreaking work from here on out. I'm pretty sure I can tackle it as a hobby and not worry too much about finishing quickly. I was fortunate enough to take some computer p
[quote who="Juvantei" reply="85" id="2617082"]Sorry, greatness is MADE not born. Fail. [/quote] Was that really necessary? [e digicons]
Soo, does this mean you're treating us to another playthrough between you and a different dev? [e digicons]:grin:[/e]
I'd rather it be faction and culture-based instead of race-based (in other words, the current system). The modders will be fine. [e digicons]:P[/e]
I'd like to see the current faction system remain. Playing as a custom faction is one thing, but I doubt many would feel like filling a game with them. Premade factions will pretty much inevitably have better flavour than custom ones. GalCiv makes a great example; you can't fill a game with enough options to deal with Thalan-Terran, Terran-Altarian etc relations, and they're quite interesting (They would be moreso if the results went a bit deeper than a unique greeting
This is a really trifling matter, but Noble Cloak (Light) and Noble Pants (Light) are decidedly darker than Noble Cloak (Dark) and Noble Pants (Dark). Normal Noble Pants are darker than both Noble Pants (Light) and Noble Pants (Dark) All referring to male items.
[quote who="TCores" reply="10" id="2599056"]*Of course I feel this utter hogwash, in nonsimultaneous turns, the "First" player always gets there first, because he always takes the next turn first. You have no chance to beat him to the goodie hut if your scout is the same distance away. Unless you randomize turn order, which gives wierd artifacts like getting two turns in a row, or having everyone else get a turn twice before you take your next turn.[/quote]Seems like a legitimate complaint to
[quote quoting="post"]If you’re enjoying beta 1 then we have failed as beta 1 should not be remotely fun (I’m seriously about this guys because if it starts feeling fun it will create unanticipated inertia towards certain game play elements that we may radically change for beta 3 – ask anyone who’s ever been in a beta before, people get really invested in bad game concepts that they get used to).[/quote]Thanks much for that explanation. It makes a lot of sense.</
Whew. I was worried it was just me...
[quote who="John_Hughes" reply="8" id="2585419"]Don't we have 10 points to start?[/quote]There's a scroll-bar. The other three points used are likely just off-screen. I think...
[quote who="lambdaman" reply="30" id="2577924"]Does this mean that we won't be able to starve a city out any more by laying siege to it, since the magic food faries will teleport shipments past our lines?[/quote]Separate mechanics for sieges and blight spells is hardly a new idea. You could "disconnect" the city if any enemy units are beside it and give it a suitable amount of food in stores, and that's just off the top of my head. I'm going to miss the complexity of s