What do you mean? As long as every adjustment to tile yield gives +X to the stat, it should work fine.
seanw3
What code causes the change?
I am thinking about making the master scout thing a blood ability and getting rid of the ill-fated attack bonus. Being invisible is fine, but I would balance that by only allowing them to get to level 3. So they have a ton of weak cities. Of course this is all mod logic, but it could be good balance for the core game as well.
I am writing everything down and making sure it makes it into my balance mod. So many good observations here. I especially like the faction power stuff.
Earth magic is the easiest magic to find via heroes. I have never gone even one game without getting earth magics. That said, my mod now makes recruited heroes very seldom have magic. Even some Clerics and Spellswords just have to rely on path based magics. It's painful, but Sovs matter so much more this way.
As the second most experienced modder, I also say MP. It will simply sell more copies and promote the game more. I know so many people that would be blown away by the mention of MP. They discarded the game out of hand when I told them it didn't have it. Some of them are missing limbs now, but they should be able to play MP still, if not a little slower. Modding is already excellent as is. MP, even with long turn waiting would be a huge boon to the game. It would be like gett
I have switched to /localdataonly and there are some bugs here that are not in the server data files. I am pretty sure the code has no way to upgrade a level 1 cityhub to a level 2 cityhub specialization. The file currently upgrades to a generic cityhub2 and the population upgrade specifies a cityhub3, which, as you know, no longer exists. You need the level 1 to upgrade to level 2 from the special city improvement. Have CityHub2_Town as an "upgradestoimprovement" tag. Then add "requiresimpro
Just to come clean here. I am using an ATI X1650 512MB card in a 64bit Windows 7 OS. The card is not 100% compatible but my integrated graphics card is 32MB, so I need it to play. I don't think my card is fully supported by Windows 7 and ATI stopped supporting this card, so I don't know how vital fixing my odd and rather obscene configuration will be to a successful game. That said, I saw trees in the server version of the game and they are gone with the local data. Coul
[quote who="mfrast" reply="152" id="3235688"]Not a real constructive thought, but I hope you get the point.[/quote] On the contrary, I plan my mods specifically around causing unimaginable pain to the user. I take that inspiration from GalCiv2. If you are not bleeding from six orifices, I have failed as a modder. So nice to see some of the old guard. Care to die at my hands? htt
Unit enchants seem to be hit or miss with the AI. I suggest modders increase the value for these and summon spells get a 1000% increase to make the AI use them properly.
I shutter to think about reviewers. They will probably play the campaign for six hours and check out sandbox for all of 6 seconds. As long as it loads properly, they score it at full points. Then those points get taken away for no MP on release. So most of what FE is doing now depends on the part of the game none of us has even played...
LOL You have to exit the game to start a new one. Standard procedure for the beta.
Those are hero leveling abilities. They are level 10 or so choices.
Try adding 0 That makes it so that you don't have to click on the screen to cast it. This might be tripping up the AI. Switch Subclass to "Buff."
V.1980.004 is up! For some reason the .980 update's actual xml files messed up the city levels so that you can't get passed level 2. I should have it fixed here. Didn't notice it without the localdataonly, so it must not be the same with the server data. I noticed that I had the duration of abilities wrong so that Flurry and other like abilities were not giving you the right number of extra turns. I also updated Slight of Had to have a 10% chance of giving y
I agree. I made Path of the Arcanist unlock Arcane Blast, which does per caster level damage at a cost of 5 mana. The subsequent traits reduce that cost by 40%.
[quote who="kryo" reply="41" id="3235530"]-you're just eliminating the human.[/quote] So Stardock's true plan is finally revealed... [e digicons]8O[/e]
What about a stat that makes tile yield calculations? Can we mod the tile to add 3 points of BG_UnitStat_Grain to a city? If so, that stat could do the calculation, instead of the current calc that looks directly at the tile yield, which is buggy at best.
I think Civ V bribed about 10 of those metascore points. That game was not great on release in terms of bugs and a few major game mechanics. To add to the discussion, what about the AI? To me, FE blows the other two away, though I only think that about Warlock from other people's posts about it. I am getting some really great results from tactical AI these days. Strategic AI is doing pretty well, but needs a little more refinement. I think in terms of the meta
Ya, all heroes are updated and it's honestly the best game experience I have had.
[quote who="Trojasmic" reply="21" id="3235333"] Should we start a new thread about how impulsive horse riding heroes with charge and maul weapons are overpowered?[/quote] Now that you mention it, yes. That is the whole point of a beta and I seem to recall one such thread. Also, I have done some great work to balance Assassins so that you can't do exactly what you are referring to. Assassins use progressive poison damage and special attacks, instead of becoming horse charging crit
v1.980.003 is up! +5Hp regeneration for all cities +5Hp per level added to heroes Heroes that choose tanky paths with get much more Hp Magnar gets Spell Staff AI value of summons increased by 1000%
At the same time, you might want to keep a personal list of your posts and bump them after every update. Just to be sure...
Thanks for playing devil's advocate Trojasmic. Here is my rebuttal. [quote who="Trojasmic" reply="15" id="3235253"]shards: totally random. how big of a map are you playing on? what resource setting are you using? how lucky were you to find more fire shards than earth shards?[/quote] Irrelevant. One fire shard makes fire spells do too much damage. Getting two is a game ender. The problem is that evoker is balanced with no fire power. G
v.1.980.002 is up! I took a long time updating the heroes to use the new traits. I will get around to giving them good armor and items soon. This will help the AI be more competitive with heroes, since it can't buy items very well. I also updated my version to use the new cityhubs. So much extra code for a few new tile designs. The next thing will be getting all the abilities to show up. Enjoy!