There is a comma where there should be a period in the plaguestalker effect scale. See below Shoulder_Right_Lcf PlagueStalker_Fog 0,-1,0 0,0,0 0,1 </EffectAttachment&
parrottmath
[quote quoting="post"] I may, just to be a bastard, reverse the order of moving so that the monsters move first. [/quote] I would go for this one :), at least then players would see the AI get pounced on more-often. There is another method to try with the simultaneous moves. One could try the pause to attack method, where if I have a stronger army than you, I will wait to take peak where you are going before I actually move, so I can pounce on your stac
[quote who="Illauna" reply="5" id="3411655"] Do you have Gilden blood?[/quote] by the looks it appears to be Verga (Trogs)
I had 25 cities on the mind when I suggested 75%. Recall that your new cities do not get these improvements immediately and would have to be rushed in order to get their full effect of unrest reduction. Not a very cost effective transfer of funds. But yes 55% of your 24 production yields 12 production and gives you a build time for the merchant of 6 seasons. Or roughly 11 seasons for the bell tower (the first level of unrest reduction). All these things change with the production of y
There are as many as there are rare drops outside the arena. There are not really 5 of these particular swords.
The purpose of your exercise here is to look strictly at the unrest penalty and determine what is the sweet spot for the unrest of a civilization and the penalty therein. Firstly the only issue with your current equation is that you did forget to take in the automatic tax unrest into your equation. Thus, instead of 100 it should have started at 90 (given absolutely no tax at all) Secondly, if you want to define a sweet spot determine the minimum number of material a city must have to
This formula looks better, although I'm not sure if it is the best one. It does achieve a maximum, which your first equation didn't. But the conclusion may be exactly it that 15 is the sweet spot of building cities and anything more is a detriment and less is not advantageous. Of course I play a lot with rebels so my city max is skewed (although it turns out to be 15 from your formula). Although, I question on how you are solving these equations in general... L
Well, i was able to finish two turns before, now the game decides it is doing something else. When I did finish the two turns you are finishing both the blacksmith and the garden. But I didn't receive any other messages. Thus, it could be a diplomatic message that is causing the problem. If I can get it to pass a second turn I'll send you the file, curious. I've also had it crash after 1 turn click
I can finish the two turns without the crash. I can provide a save after those two turns so you can finish your current game.
Simply put he has the formula in latex. 3 x / 100 = ((x + 1) / x) - 1 $\frac{3}{100} x = \frac{x + 1}{x} - 1$ This is the original formula he uses. (3x / 100) - .2 = ((x + 1) / x) - 1 $\frac{3}{100}x - .2 = \frac{x+1}{x} - 1$ is the second formula that resolves to 10. I for one do not quite understand exactly the right side, (x + 1) / x - 1 -- latex: $\frac{x + 1}{x} - 1$. Why is this the relativ
I look at it as the sword is limited edition... only 5 made of its kind. Collect all five for the ultimate prize.
So, why is it you cannot use a normal equipment type similar to the belt of speed. Why are you creating an ability to act like equipment. I'm completely misunderstanding what you are trying to accomplish.
It is a quest reward from the Arena. But the item is also a rare drop, so things that are set to drop rare items, one may pick up heartseeker.
In the CoreAIUnits.xml there one will find false As with all other boolean values instead of false it should be 0.
It would probably help them if you send them a save game showing this, or show your debug.err file.
Wither does have a strategic and tactical casting cost, but both costs are 24. Are you running any mods? I do not see the same effect as you do.
To find the turn timer, just hover your mouse over the year and it will tell you the turn number. And I never felt essence is the most important attribute when it comes to settling a city. I find a lot of my more useful cities do not have essence (but then again I might not be using the magic correctly) I like the picture, but from 165 AC to 235 AC, we have roughly 280 turns (observe the seasons next to the year) each season is a turn.
City UnlockImprovement 1 IMPROVEMENT_WITH_ABILITY_INTERNALNAME
This is a bad bug, my militia were able to defeat it even when the dragon was attacking when I had the armor beefed to the higher tiers. That's why I lowered it. If you can reproduce the effect, I'm sure the devs would like to see a save game of this.
Sounds good. I know you there are busy.
If a change to the mechanic is necessary, I would say that the penalty should be capped at 75% if it is not already capped as such. That way you could build a new city after you have built 25 without having the onyx throne.
It is possible, but the requirements to do so is a bit wonky. There are a lot of things that depend on you researching particular techs, but you can create an ability that will unlock all techs. Player UnlockTech Shard_Harvesting Faction starts with the Shard Harvesting technology, which allows them to construct Shard Altars.</P
@Derek -- did you miss my PM for the river fixes for the FE Scenario map? I'd be happy to e-mail you directly the files, or post them on the forums for all to enjoy the river fixes.
The map should show an after image when it is dispelled. Similar to using the cheat when you make visible the entire land then turn off the cheat. It is not properly cancelling the effect.
you could always buy these spell tome from Pariden in the game itself. (or any civ that has researched the appropriate tech in your current game)