Then expect more videos. I want to die as much as Darkside, I just haven't found a way yet.
seanw3
I love the Caves. Never have I had more fun than when I was adventuring there. It felt really dangerous.
[quote who="danielbauman" reply="15" id="3100441"]This is more of a UI question, but is there a way to view the grain/material values of map tiles without having a pioneer nearby? Right now the only way I know of to see this is by mousing over the 'settle' button, and it's quite annoying to try to do it this way when my only pioneers are across the map from the location I'm trying to view. I have a feeling I'm missing some very easy way t
Any chance existing buildings are getting some changes? I have been testing some pretty great changes to citylevelup bonuses and high labor costs. I am happy that you guys removed all that nasty gildar maintenance in the early game. Thanks for listening and keep up the great work.
The AI made some really smart choices here that seriously made this battle fun. They are using my unit designs and are smart enough to utilize new weapon stats in stock designs. The battle is really quite good. I would have played their side almost exactly the same. Enjoy! First Blood
I am sure they will add a quick start scenario option for all those people that do not like the early research. They had it in Galciv.
There is an error in the xml. The game modifier is indented too far to the right, thus preventing the intended bonus. I fixed it in my version by moving the game modifier to the left. The item is in CoreWeapons.xml. Hope this makes it into .90.
Let's start things off with some Tarth and Capitar. These are ones for the standard beta of .87. I will try to specialize on Capitar for a week or so. Click here for good AI
Community Unit Library .86 </
As a modder, I can't improve MP. That is also a deal breaker. But who knows? Maybe Fb has a plan to allow modding in MP. That would be epic. There was talk of a Dungeon Master element for WoM, had it been a success. I guess success is the key object here.
Outposts could be more fun if they leveled like roads to expand their ZoC after several turns. Pioneers need to be cheap, the devs are hardlined about that. Remember, Attack and Defense is +25% in own ZoC.
[quote who="Stupidity10" reply="102" id="3100342"]More early game building options are definitely needed and the immediate mining and crystals that improve from tech seem like a huge improvement, however like several other people I don't think a tiny crystal cost makes the building unique. As soon as you get a crystal mine your basically building a cleric a turn in every city, what else are you going to spend crystal on early game? Making a cleric a 10-20% decrease in unrest and have a ma
It's a beta. Calm yourself. They will be in by release. Until then I am thinking of making a Thread for Unit Sharing.
You need to make lots of units for every race you play so that the AI can use them in the next game. I am having trouble dealing with Tarth's Yew Longbows myself.
I will check over the xml a bit to look for errors. [e digicons]:drool:[/e]
Temperate might be bugged right now. I find Mountains to be the most consistent generation.
Didn't mean to cause flaming, just thought the whole idea was suspect. With multithreading you can do alot faster MP. FE's MP will almost certainly have the best TBS MP if they are able to make it. I just have trouble finding patient players that are willing to negotiate the finer points of a non-aggression pact or wait for me to do so with another player. You have to have the whole day to play a good role play experience. Most MP players are obsessed with speed. That turns me off the
[quote who="DarkGaldred" reply="99" id="3100210"]I think one of the current problem is that wages are more or less proportional to production cost : if wages were equal to a fixed amount depending on unit size + another amount depending on units traits and labor cost, it would be much easier to balance (and it would indeed force a decision between recruiting quickly a large conscript force, or taking much more time to recruit a high quality army. [/quote] Exactly. The curr
Yes, but it is a very odd xml. In CoreUnits.xml, search for city militia. There is one for each race, so any change you do has to be done for every one. It will take some know how to give them armor if that is what you are thinking. This is the weapon choosing system: Weapon MaximizeSum UnitStat_Attack_Blunt</Comparis
Another thing about the video version of the game. It looks like you are still working with high wage costs for gear on units. I set my gear costs to very low and made unit size the determining factor for costs. Making good units requires so much of an investment already, no need to add high wages.
Hmmm... When I switched to Localdataonly, I can have any number of defenders. Very odd. I will test it some more.
I find these kinds of threads very suspect. I am not saying you are lying, but I would need see proof of these friends. The fact is that MP is not used by most people, though some want it so bad, they create threads like this in hopes of persuading the devs. And in this case it is already planned for after release. Make sure all those friends of yours purchase soon so they can join the beta!
I noticed in the videos that city growth is being held hostage in your tests. I am sure you guys are playing by a rule that says no level 5 cities until the late game. I have been testing a capital city growth bonus of 2 and a tower of dominion growth bonus of 3. It creates an interesting choice in the early game. You either start with a 5/3 and build the tower in that city, or you are better off finding better Grain out in the wilds. So you then build a light army and a pioneer and start the
[quote who="CdrRogdan" reply="89" id="3099916"] I mean it is easy to make a trait worthless and you certainly did, I just don't see how this makes it viable in any circumstance.[/quote] I mimicked his traits and they still work fine. But now you can't use them on the same unit and have it fight with any usefulness. I use one Conscript with Shield Wall and Scout to buff a large early game army. I use weak on my staff warriors on turn one for free city defense and fodder for lev
[quote who="Gammit10" reply="92" id="3099822"]4.) every map I have played to date had lots of geographical choke points, mostly due to mountains. This makes strategy easier, but I would like more flat land. Too much would be boring, but constantly having to watch my party circumnavigate to reach a square two inches away is annoying.[/quote] Change the terrain slider on the start screen to temperate if you want less choke points.