You make some good arguments and if you think about it, Derek Paxton is a great example of someone that turned an epic mod into a resume booster. Now he is doing FE. But monetizing mods would have massive legal liabilities and really limit the content of mods. In much of my quests, I take plots and stories from my favorite shows and books. Quality control and price setting would also be a hassle. And all of this is assuming there would even be a market for it. Beyond that, DRM would be the on
seanw3
The AI doesn't get advantages if you play on Normal or lower difficulty. Wonders can be rush bought for gildar. When you reloaded the game, the AI started anew and decided it would buy out the construction. Nothing wrong with that. Check the AI gildar amounts in the diplomacy screen before and after they get the wonder. If it is indeed cheating, that cheat is a bug. The design is for humans and AI to play on the same level. If you play on Easy or Beginner, you are the one cheating. That i
Spells are all unique. The basic stat for spells is Spell Mastery and Spell Resistance. It works the same as Accuracy and Dodge. But what makes a spell strong can be anything from unit level to shards to total mana accumulation. All do have damage on a resist and have a 100% chance to hit. Staves considered a ranged attack and not a spell. Increased Spell Damage traits will not affect them. Spells that don't do damage have no effect if resisted. &nb
Anyone read the purposed list of tax code changes Romney has in his platform? It would be really powerful if a president that claims expertise in business could think of solutions to these kinds of "hypothetical" problems. If America believed that changes like this were likely, he would go up at least 10 points in the polls. But his plans look like flim-flam to me. I don't think he can get enough of his proposals passed because the corporations would rather have the 20% tax reduction and
So maybe it is working on defense, but when we attack it has a bug? I will test this and post later.
One more thing that needs some balance is the aftermath. Once we win, what kind of land should we be settling on? Most of these give us several 3/3/0 spots because we just get fertile land. So we end up with 3 small towns and whatever other bonus. I would like the areas to only afford us one city. I would like the small space that is fertile to have at least a 5/3/2. I want to start a powerful city that can change the game for my faction. Just one powerful city that is given late in the game
[quote who="Derek Paxton" reply="14" id="3248403"]Such good points. Thanks all, I'm removing it and going to focus on making the city defenders pick up the slack. In the end it just feels more epic to face stronger forces in those battles than to have a game mechanic enforcing balance.[/quote] Somebody get this man a beer! [e digicons]:beer:[/e] !
If I were to be paid, I would rather just work for Stardock. They are a great company and then I could affect the core game. The modding culture is better as a labor pool for the main company I think.
Strike and retreat is also how you play a wolf. Deadly Bite is such a powerful attack. Nice to see a new user. Good feedback is very encouraging this close to release. If you have any specific questions, feel free to ask. We love talking about strategy.
The market upgrades into a Tax Office. The Tax Office replaces the Market and does everything the Market did, plus a little more. The Merchant is now a separate building, not affiliated with that line of upgrades. I can see how that would be confusing.
I just had a battle with 15 units on my side. I would say it is fixed.
For the -25% reduction in attack and defense, via Derek's own criteria for assessing ideas: 1. Expanding your influence is now very very important for battles. This mechanic would magnify that concept, making territory immensely important. 2. Yes. It makes aggressive action very hard to accomplish. 3. Yes, but also creates some. It puts a ton of pressure on the AI to path perfectly in enemy territory. It requires only ZoC to obtain defens
I have seen this too, but I rarely go after Non-Aggression Pacts. I remember in .981 a faction canceled our pact the season after we established it, which is supposed to be impossible. It seems to still be a problem in .983.
Maximum Damage = Attack * Attack/(Attack+Defense) Minimum Damage = Maximum Damage / 2 If you have elemental damage added to your attack, it adds that after Max Damage is calculated. Maximum Elemental Damage = Elemental Attack - % of Elemental Resistance Minimum Elemental Damage = Maximum Elemental Damage / 2 When you attack: Chance to Hit = Accuracy - Dodge (Maximum of 97% Chance to Hit) So if you
[quote who="Frogboy" reply="17" id="3248271"]I'm still up. I figure while I'm messing with this, I should take care of that annoying backwards walking thing.[/quote] Maybe if you got some sleep you would realize there is no point in mastering how to walk backwards. [e digicons]^_^[/e]
Or there is the other side to this where modders are doing it not for money, but for the joy new content brings to users. The drive to make money infects and destroys artistic quality. I don't want it anywhere near my mods.
I especially like that a Forge can masterwork that armor and give it +2 defense. Such a cool idea.
Do we get to play the campaign before release? You are going to be mostly judged on how fun the campaign is by reviewers. To not have it thoroughly tested could be a huge problem. Yes, I want to play with the boats!
Update: No dev response yet about this, but they are probably working on packaging our new beta version. The cool thing that happens in my mod, now that I have tested it, is that spending 100 of your influence has a negative effect on relations. Losing 100 Influence can take all of your relations down a point or two, possibly leading to war. So if you are relying on diplomatic power to prevent war, you are better off letting your rival build the wonders. He will then lo
The bat hacked Kongdej's account! Will this be the end of our darkly animated hero? Find out next week: same Kong time, same Kong channel! I don't think it is set up with the population or turn triggers. I am sure it will be at some point. If you feel the need, just make a normal quest and then add in the event tags in the xml.
Why thank you. High praise from the mod king! [e digicons]\o/[/e]
They say the journey is more important than the destination. Does that cheapen the goal or simply urge us to keep traveling?
I was going for more of an earned city defense. I will of course play today and test it out, but the -25% has scaling problems and takes no effort by the defender. It also makes the AI easily gamed on tight border disputes, unless you can teach the AI to never enter my territory, unless it is B-lining for a city. Most AI armies spend lots of turns attacking my outposts before going after a city. That means I get several attacks before they reach a city with this new penalty. I will just rush
I do want MP but all the people that are vocal about wanting it tend to be very rude. There is nothing wrong with being a gentleman on the internet. Let's hope there is some civility in MP.
Looks like this update has the change to monsters moving in a different phase. Thanks for that. I am excited to try it out. Totally worth an extra second of waiting.