seanw3

seanw3

Joined Member # 2990919
182 Posts 5,819 Replies 1,616 Reputation

[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!

38 Replies 53,855 Views

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

38 Replies 53,855 Views

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]

145 Replies 93,977 Views

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. &

25 Replies 29,537 Views

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

82 Replies 123,343 Views

Pretty sure he was just trolling. No need to respond.

38 Replies 53,855 Views

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

70 Replies 245,395 Views

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]

8 Replies 5,347 Views

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

128 Replies 384,099 Views

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]

3 Replies 2,272 Views

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.

3 Replies 2,272 Views