KaletheQuick

KaletheQuick

Joined Member # 3041376
3 Posts 18 Replies 220 Reputation

Same problem. In whatever the latest steam version is. Is it 1.7 or something? I know stardock loves windows for some reason, but maybe since this is a recurring problem you could start using OpenGL and maybe support other OS'?

5 Replies 19,114 Views

Personally I think you should not be able to use the escape ability when you attack a city. These are structures with walls and defenses. Once you are in, you need to fight your way out. If it is too hard or your need some intel, just do a simple probing attack. Scouts are cheap, so just send one in to see if the locals love you. My main gripe is that whenever I attack a city, their militia and defenders respawn at full health, but mine disappear after the first battle a turn.

25 Replies 35,866 Views

Thank you Heavenfall! It can be difficult to delve deep into the archives here when duty calls. 74 bones sounds like a lot. I will probably just try to make minor but key changes to existing models :)

3 Replies 3,621 Views

Hello supportive and helpful modding community! :D I come here today to bounce a myriad of ideas off ye heads! PREPARE YOURSELVES! Unit creation traits that are tied to research, and incur other resource costs! I think this would be cool, but I can't think of any ability ideas. Maybe a 'heart of the bear' ability that would give a unit a weak maul capability? Or a dash ability that lets you double move, but dazes? Idk. DISCUSS! Independent ench

3 Replies 3,621 Views

Iron is in such abundance... Not really an accurate medieval representation. But it's a game, so whatever. Anyway, Iron is so abundant compared to crystal because it really REALLY is. Assuming the minimums, Twice as many ore veins would be on the map, and those veins would produce the resource twice as fast as the crystal mines. In a fully developed world 4 times as much iron is being harvested than crystal. And crystal is used in so many wonderful advances, weapons, armor, tri

32 Replies 31,869 Views

Actually that would be a cool civilization perk. Two points in a custom civ, and they can make the "Great Wall." Sacrifice a unit of militia (so, peasants) to create an impassable structure. Could be done easily by modding the outpost code, and using the imperial city wall model that is in game already. Perhaps catapults could destroy the wall or something. Though It is hard to imagine any wall that cannot be climbed in the span of three months (Game season).

32 Replies 92,941 Views

[quote who="Voqar" reply="3" id="3372210"] What flaw? Build a few fortresses with prisons > thrones and unrest is a non factor. If your empire is THAT large you've pretty much won anyways.[/quote] You say that like you can easily level cities...

7 Replies 7,481 Views
Reply to Scions in Legendary Heroes

Yeah, that is what I thought. The flavor text said "best fallen warriors" or something, and that just does not seem to be the case.

12 Replies 17,147 Views

[quote who="Darxim" reply="114" id="3369284"] @Kale: That wouldn't solve the problem being discussed. Your problem is a different one that can be solved by changing your view to a more top-down one. Hold down the middle mouse button and you can rotate your view. It won't snap-back in tactical view (and you can turn it off for strategic view in the options).[/quote] I don't understand how a top down view will solve my problem. My

116 Replies 101,707 Views

I understand what you are saying Tjashen. I do say that I don't think this research mod idea would work for everyone, I honestly think very few people would find it engaging. I just like exploring, exploring the map, exploring magic, items, quests, and I think that research could be more fun to explore.

10 Replies 7,726 Views

I do not understand why scions are... well anything really. They can get traits, but they seem so weak. Maybe I am missing something. Can anyone tell me how they have used them of found them useful?

12 Replies 17,147 Views

I like you Parrotmath, you are like some sort of xml wizard. Do you have any reccomendations on where one could get a good crash course in XML? I am not super savvy with it.

10 Replies 7,726 Views

[quote who="parrottmath" reply="3" id="3369046"] Not sure if you noticed this, but this actually is already in the game. [/quote] Could you elaborate on this?

10 Replies 7,726 Views

[quote who="Kogni" reply="1" id="3368980"] 3- Research as a resource is removed or highly modified. Instead everything will generate proportionally more gildar, and you need to fund researches with this money. I'm skeptical to this, but it depends on how the funding will be done. There should be some kind of automation on the funding, and it shouldn't be possible to save up lots of gildar to suddenly rush the research with 10 new technologies in no-time. C

10 Replies 7,726 Views

My roommate and I, both lovers of the game and science, have been tossing around ideas on a mod for the research system in the game. I thought I would be the opinion of the community at large before I bug my programmer friends and dig into the dark world of XML myself. So, our quip with the current research system is that it is linear and easy to understand. You can see what is coming, click on a research down the line and get there easy. This is fine for games and I am sure it is fin

10 Replies 7,726 Views

[quote who="RobC04" reply="96" id="3366395"] I ditto prior comments about the tactical movement radius being too hard to see sometimes. Also, there are times when the clicks register in the incorrect tile in tactical combat - I think this may only occur when zoomed out.[/quote] I think if it highlighted the tile that you were hovering over, that would solve this confusion. Also there needs to be some reworking of the system that determines where a unit

116 Replies 101,707 Views