Yeah, once upon a time, early in the game's development, the dynasty system was conceptualized as a significant strategic factor in the game. It was implied that all the factions married into a given dynasty would net a number of a faction's cities when its sovereign was killed. Unfortunately, it didn't make the release version, for one reason or another.
LightofAbraxas
[quote who="Istari" reply="19" id="2848776"]Make it so that minor factions are the pawns who would be Kings when they reach the other side of the board. In other words, they should have a chance to become a major faction. They might also come into their own as a permanent ally to the player(s) who were allied with them whilst they were still minor. Which brings me to my next question: Is it political paedophilia for a major faction to have relations with a minor? [/quote] That is
[quote]The AI can't do anything with that resource[/quote] From what I've heard, the AI can use this resource just like the player to manipulate other AIs. Granted, I haven't actually seen this happen, but that doesn't really mean too much one way or the other.
To add to the post (2 posts) above... 3) Sometimes players have an emotional response to changes, reacting emotionally rather than rationally. I wasn't a fan of the global magic system, for example. Until I played it. Go figure.
[quote who="Istari" reply="41" id="2847613"]Voting has started. Go nuts! [/quote] Where?
Also, modding is severely limited until we have a way to overwrite rather than just add to the code. For example, if I want building X to produce Y rather than Z, changing this through a mod file makes building X create Y and Z instead of Y rather than Z. This can be overcome with negative values, but both are displayed in the Elemental-o-pedia, which makes the mod feel unprofessional.
Alright, one last update. I tried setting the ShardBaseQuantityMax and Min variables to 0 in the CoreMaps xml, thinking that I could add a custom shard resource to the CoreWorldResource.xml. But, this didn't seem to have any effect either.
I'm sure this has been mentioned before, but please expose the shard-seeding code to the end user. Having this hard coded really limits modifications to the game's magic system.
Fantastic. This doesn't solve the problem completely, but it helps. I have no idea why they would have a separate system for shards that we don't have access to.
Updated with a more informative title. Like I said above, it looks like shard spawns are handled differently than all other resources. I was wondering if anyone had some insight.
Thanks. I'm starting to wonder if maybe all of the shard spawning code is under the hood. I've modified the CoreShards.xml to spawn only Air shards, which I'm using as a base, but it doesn't seem to prevent other types from spawning regardless. Files in the Mods folder, "Use Mods" option enabled. I'll mess around with it a little bit more.
Update: 1-3 were surprisingly easy, piggybacking on the existing code. However I'm still having a problem with locating the code that spawns starting resources like fertile land and a random shard.
So. I'm working on a mod that reworks the magic system, and one of the things I'm attempting is to do is to remove the different shard types and have the game spawn only generic shards. If I understand correctly, the way to do this is: 1) Set the rarity in the xml to -1 for each existing shard type. 2) Create a custom shard type, set its rarity to the sum of the other shards' rarity. 3) Create custom improvements that require the new shard resource. 4) Tra
[quote who="Nenjin" reply="7" id="2846129"]I'm going to rattle off a few suggestions/observations for overland map and AI, and diplomatic standing adjustments. Overland- 1. As far as I can tell, the PRIMARY determining factor of an AI attack is the difference in power rating. Now, within power rating is the military strength rating, which has predominantly more impact than any other kind of rating I think. I.e, once you have a comparable military to the
[quote]2) Perpetually Neutral (Capitar?)[/quote] I think that General Carrodus would probably not agree with this.
[quote]Is 1.1 just the beta 'W' released to the public or was there any added features or fixes between W and 1.1?[/quote] Monster spawn tier fix. It's been posted in the forums.
Surprise! FPS rate has been reduced by at least 20%. Merry early Christmas, or slightly late Channuka.
[quote]I'm finding a significant decrease in the "just one more turn" phenomena as well. To the point of losing my will to play. But it was there in spades for v1.09e. I love this game and am very much liking the changes. I am more excited for the future of this game than I have been for any other game! [/quote] Good post. I agree completely, and I can't quite put my finger on what the cause is. In theory, I love all the changes. But, my FPS has gone way down since 1.09 and... the gam
[quote]That's correct, but it's supposed to inherit from world difficulty if faction difficulty isn't explicitly set.[/quote] Ah, yeah, that would be more convenient, I agree.
I was under the impression that world difficulty was dissociated from faction difficulty on purpose at the request of the community.
Great idea! I have to say that I don't generally download other people's mods, but this looks like a must have. I have a quick question, though. How do you handle random rewards from encounters. I'll take a look at the code when you publish, but if you have a free minute, and it's not too complicated...
[quote who="TheOtherHorseman" reply="13" id="2846264"]Derek, I would still respect you in the morning if you devalued the concept of a contest by implementing them all. My favorite is definitely Shadow World, though. A world/region enchantment with a cool effect that could change/be enhanced if sustained long enough, and in doing so adds more beasties to our summonable repertoire? Count me in [/quote] I agree, it would really be a shame to have all but one of these&nbs
Don't forget to bring a towel!
[quote who="Frogboy" reply="4" id="2846179"]Elemental has demons, dragons, drath, etc. that one can research up to. That said, I think there's a real pacing issue that needs to be addressed in the future. I am not convinced that we need 5 different tech trees. I could almost imagine it broken down to 3 like: Civilization Lore Magic where Warfare, Diplomacy, Adventure and Magic get split into these areas. O
No, as of 1.09e, they were definitely spawning incorrectly upon (the player's) research completion. Highly unlikely it is (was?) working as intended. Don't know if this is still an issue in 1.1, though.