I think he wants to hoarde the statistics all to himself. Show me the math...
parrottmath
did I understand the post correctly... The AI will use these spells?
[quote who="Mistwraithe" reply="15" id="3250341"]Excellent. That's one key item off my list of important issues I would like to see solved before release. However will it use the players mana in autoresolve? Ideally there would be two autoresolve buttons, one for using mana one without, but failing that I would prefer that autoresolve didn't use any of the players mana on the basis that it is often a precious resource for me and usually the battles I autoresolve are the small one
I've seen this in .983 It only happens when I'm in range to attack and then adjust to attack to a different spot. It moves then auto attacks instead.
I like the idea of an animation here. The shield shines up, but I think adding that effect will be too much at this point. Let us see for an expansion or layter patch.
doesn't despair act this way?
Looking at the changelog of .984 recently there is a change to the raise and lower land cost. People are saying that at the low low price of 5 mana changing the landscape is too low a cost for the power. But some people think that 50 mana is too high a price. The argument for the price change to be lower is the fact that when you cast lower / raise land it usually isn't once it is several times in a row in order to do anything useful with the spell. For example a land bridge to ge
I've seen the wild-lands leave the wild-lands before anybody has visited them (I can gaurantee this because I spawned next to one and saw them killing a few monster lairs there. But you are absolutely right about the big monsters being released and wrecking havok across the land 20-30 tiles away. But I think this is being addressed in the next update on Monday.
I'm liking the vids. I know when a champion falls in battle (even when you win) they get an injury. But it doesn't cost any mana when the sovereign falls in battle and you win... I think it should cost maybe 1 / 2 of what it usual costs when you lose. Or does it already?
Its a shame that the report doesn't specify in at the end the type and number of spells cast (just not when).
I've been meaning to post this here as well. I can't fathom a reason why it would not be there, unless you consider not cluttering up the main menu screen a reason (which is a good reason not to, I might add).
[quote who="seanw3" reply="274" id="3249939"]I made Eyes of the Eagle reveal a 12 tile radius and have Book of Wind always available, with a higher tech cost. The mana cost for the spell is around 100, but it shows you everything you need to know if you choose to invest in it. Later on I have 3rd Book of the Magi unlock a reveal map spell, which is almost a necessity IMO. [/quote] Exactly this :)
I rather like the system as it currently stands. The ability to change the output of a shard goes against what constitutes a shard. The change between life and death shard is that they are the same shard, using two different sides of the shard. I understand your pain and the request you ask is by my understanding of the xml in the game is not that hard to make a mod to do exactly what you are suggesting. The reason I wouldn't change the current system is because this force
[quote who="GFireflyE" reply="268" id="3249705"]That, and having a spell like Eagle Eye would make scouts even MORE useless than they already are...[/quote] A scout is an early unit builder. You build it in the beginning of the game when you scout out your territory. The eagle eye spell is something I would add to mid-later game, when as you put it scouts are pretty useless and the intent is that the AI is preventing you from seeing some important items on the map. Also, the when I re
You right that master scouts trait needs to be updated to say the mundane monsters won't attack your units. There is an exemption with the Wild-land denizens. So, I would say that we should update the description of Master Scouts to say Mundane monster won't attack units. No movement penalties in Forests, Swamps, Hills or Rivers. Or what ever word works best for Mundane to represent that your normal monsters won't attack, but special monsters like the Wild-land den
I'm like how your tatical play and your autoresolve match up pretty well. I understand not showing all the buff and stuff, but at least you noticed that there was something fishy going on with the code and it seems you fixed it. I'll sleep good tonight knowing on monday I'll get myself destroyed either way I play (tatical or auto-resolve). Can't wait to face you (AI) in battle...whos that at the door...
Thanks for the vid. I'm excited to see it play on my comp :)
[quote]Example 1: I am building in a city and suddenly the I am interrupted by the turn changing.[/quote] This sounds like you have auto-turn turned on. I recommend that you turn that off. It would fix the problem of putting a building in the que and your turn changing. As for the second example you have, I agree that there needs to be some timing issues to be fixed.
I know I haven't a clue what you are doing, but recall that some of the mod stuff from the main directory wouldn't register for me unless I ran it in admin mode.
They would have to rework the flying trait to have ignore terrain as well. That part is easy to accomplish. I don't know how they will do the roads bit though.
Isn't this information in the city details? I do agree that hovering over a building in the city to find info about it would be nice.
Could you post a gameplay vid... I really want to see the extra smoothness ;) Plus, all this talk makes me want to see some of these changes, like getting into trouble with monster lairs.
I'm getting very excited about this build. I can't wait to see the enhancements that you are so nicely presenting here. Please keep up these reports because we all like to know. [quote]You need to build militia now. It’s going to take some time to get used to this. But no, you can’t just go and solo the monster layers anymore willy nilly. Some you can take. Others you can’t. [/quote] You write layers the way I write layers for monster l
So the story goes when you lose a battle that the sovereign saved their hide by casting a spell. Would it be possible to see the shimmering of a spell shoot off when the sovereign dies?
Yes, the point of the level was not to divide the chart, but as another reference for you to realize that when somebody says the monsters are too agressive, then stop playing the game on impossible... it was these things to which I refer. I wasn't suggesting to divide the chart. For reasonably accurate statistics you need really only need 30 people :)