Can we play as Steven Colbert? Smiles slowly over a period of 25 seconds
seanw3
[quote who="Frogboy" reply="19" id="3120088"]I'm thinking of making the "kick out" penalty greater -- kicked out units get sent all the way back to their capital. That way, sneaking across someone's territory and getting caught is akin to being deported.[/quote] Please do!
Background stats FTW!
I had one friendly army that was dead stopped until I cleared out an Earth Elemental Lair. After that he turned away from my territory and went about his business. To me, that would be pathing. I had kicked him out of territory a few times before this. Actually, I find it rather bothersome that the AI is constantly sending units through my territory. Would like it better if after a unit is kicked, it looks for something else to do, instead of forcing me to do the
Just downloaded the .2. Looks great! I'll have to try each race today in celebration! That is, before the real celebration begins. [e digicons]:beer:[/e] [e digicons]:beer:[/e] [e digicons]:beer:[/e] [e digicons]:beer:[/e] [e digicons]:beer:[/e]
They know about it. It has been posted several times.
No one has mentioned the UWTB method? Just imagine where you want to be and how fast you want to get there. Then do it.
It may be stats increase combat rating and combat rating determines XP. I know Ignys have some traits that make their combat rating go way up per unit. I bet frogboy is watching this thread from the shadows, laughing quietly at our ignorance. &
It could be done. It might be a few decades before we have the tech to make this happen.
ElementalDefs.xml determines the limit for items. I prefer 6 items, but to each their own.
We spent the last few weeks of beta 2 getting rid of unnecessary costs... [e digicons]:annoyed:[/e]
Maybe puppies are just pissed about humans using their tails to make little boys?
Probably don't want her playing the beta then. Of course this will be fixed by release. Of course the devs know about it. Of course, this is a beta.
What is your point exactly? One tile is a large area, but it also is merely representational. Within that tile, the town is the only thing worthy of being represented. Map making is all about balancing scale with representation. You may not like the scale, that's fine. It is a logical scale though, it fits well with hardware limitations. You are free to imagine the scale is different to fit your own proclivities, but don't let that illusion seep into your discussion of scale. </p
There are elemental resistances against fire damage and the like. It goes right through normal armor though. That is why magic staves are so great to have. There is also Fire Armor in the xml that works the same as mundane armor, but it is not used in the current beta. Maybe later?
That would be Pathing.
Pretty sure he was just trolling. No need to respond.
I'll treat this like a red-headed step child. Cannibalize it for parts.
Level 5 Cities: Legendary Metropolises
This all looks wonderful. As someone who spent hours in the CoreMonsterUnitTypes.xml, I feel the work you must have put into monsters. That is the most important change for me. Monsters are the primary antagonist in the early game. They should have lots of little bits of variety so that every battle requires a new strategy and some trial and error. *Looks derisively at slave soldiers* The weapon changes look great too. I will start on some analysis of Monsters and the Weapons we kill
Couldn't go to sleep until I explained this: The Yor Collective use a field generator that prevents warp drives from functioning in their space. Impulse only goes about 3 parsecs per week. [e digicons]:fuzzy:[/e]
I am already building an invisible dog fence with mine. [e digicons]:cylon:[/e]
Tarth would not get a bonus during city defense. They would get a lesser bonus in all their own territory. That would make them use a totally different defensive strategy. They want to lure the enemy in to their ZoC forest to ambush them. Gilden could get ridiculous unique walls that make their late game cities impenetrable. Magnar could get Firewalls early. Yithril could get no defensive bonuses, but excellent bonuses to fighting in other people's terr
Oh, it's a bug. The xml does not define an instant second action. I think the devs are prioritizing bugs that stop the game from working right now. This one goes to the back of the list. [e digicons]:hugme:[/e]
I notice that for some reason Impulsive is making any casting time limit negated. Probably the same bug that forces an extra turn right after the first one is doing this as well. Impulsive might be better as a level 12 Prereq with 500 rarity. A little bonus for those diligent heroes.