Gonna shameless plug here: I had to mod all the other buildings to get them match Bakery. Gallows, Bakery, Prison, Onyx Throne cannot be beaten in .86. In Waiting For Next Beta Mod, each option moves towards a specific city specialization. That has yet to be achieved in the vanilla game. It seems we will get Faction Difference added before there is too much city specialization. Probably the right focus.
seanw3
[quote who="Natjur" reply="5" id="3114464"]Diplomatic Capital is not used by anything, so its worthless, except to sell to an AI.[/quote] DiploCap is spent to train monsters. [e digicons]:fox:[/e]
Are you absolutely sure spells were making the difference? I have not noticed this.
New new mod is up. I realized I made things unplayable with all the challenging monsters. Now each Sovereign History trait you choose will add some appropriate units to your start. These units cost nothing, but if they die, you will be sitting at home for awhile. I highly recommend using Sparse Monster settings for the first go. If you are thinking of waiting for the next beta instead of playing this mod, don't count on the beta coming out this week. I would bet it comes out later than Th
I think there are only about 7 level 5 buildings. Onyx Throne is the only good one. The rest belong in level 4. You can very easily just replace the tile they used with any other tile in the game to fix the problem. I made my own Onyx Throne.
We have a calculation function, but it would take alot of work to try physics level equations.
I am thinking of changing the Governor Path to add solid production to a city instead of a percent bonus. It makes balance impossible to coordinate with buildings and heroes reducing building times by a percentage. Making a building like Adventurer's Guild is the best way to deal with rewarding heroes that stay in a city. You won't ever get past level 5 this way though, as XP steeply increases at this point. I think the Hero section of the Magic tree should be expanded to include some
No Pioneers means no Outposts...
You can change a Fireshard to produce Fire Mana. Then require a certain amount of it to cast a fire spell. If that all you wanted to do? I am sure you can do just about anything with this game if you are clever enough.
But where is the line of bestiality drawn when there are thousands of humanoid species?
Why in the gods' names would you want to do that?
Oh they know. They just seem to be focusing on other things. You could always try out the new version of my WFNB mod if you want to see some minor fixes to this issue. [e digicons]:blush:[/e]
New mod is up. This one explores parallel dimension where Brad's passion is gaudy ice shows instead of video game AI. He is actually a decent choreographer. [Edit] I put the wrong file in for monster units. Gonna need to add the rest of the units in for Sov Background Traits. Just use Band Lord for now. Not that anyone will see this late on a Saturday.
maybe* Well what we have now is the most basic features in beta 2. This is a beta, don't expect fun. But you can make it fun by adding in the content we don't currently have. The reason the devs don't make an exhaustive list of unit designs is because it sounds like they will be useless come the next version. Of course there are some that would like the beta to be fun. One might even mod it to feel like a finished product. I am personally going to keep a ver
Your modeling skill seems to increasing. Great Job!
The ideal option for me would be to have the map generator have more or less of certain terrains. Mountainous could get some snow and desert tiles instead of green and mountains. Basically just having more of one type for the different map options would be highly entertaining.
I made a pretty desirable one at ibuypower for 5K. If I use my current video card, hard drives, and monitor, I can get it down to about 2K. The thing is I want at least 460GB of SSD and all the little bells and whistles. Their 2K machines look pretty weak TBH.
The AI is attacked by monsters as much as the player. The difference is that the AI knows the exact parameters of when a monster will attack, whereas we do not and thus are attacked more often. The AI is building crap units because it has too few unit designs to work with. You can make lots of unit designs for each faction to increase the quality of enemy units. It also probably cannot upgrade units and does not have a good enough economy at the time of training to make a better unit. One thi
I guess proof that the AI receives no economic help is in the xml. On Challenging and lower they receive no economic bonuses. Also, the devs have stated plainly on several occasions that the AI plays by the same rules. So to think otherwise is illogical unless there is proof of foul play.
There is a 1.4 version that is pretty good. Did you preorder or buy it on release? If so you can get into the Fallen Enchantress beta.
I would still like Kraxis to be able to recruit from both sides. But maybe pay double for Kingdom.
Let's hope that Microsoft realizes that the only way anyone will ever buy that (P)OS is if they stop supporting Win7. They should make Win8 mandatory, since they apparently see the OS as infallible. That is the only case where Stardock would make more money off designing a good interface for the OS. I kind of hope they do this. On day one of release they should announce to the world that no further updates will be made for any previous OS's. Then secretly they should hire some vi
Sorry about your thumb. Was it a saw accident? [e digicons]o_O[/e]
[quote who="Wrigley92" reply="4" id="3113607"]On other hand I have once accidentally selected unit from group and then attacked. Meaning only one unit attacked instead of whole group. It was a mistake but I would like some way of retreating instead just watching my unit die pointlessly or load game...[/quote] in case of hilarious human error, there is an autosave. Isn't there a screen that pops up when you attack that shows attacking and defending units?
That looks so much more clear! I didn't even need to zoom in to see what was what.