parrottmath

parrottmath

Joined Member # 3119455
208 Posts 3,333 Replies 25,812 Reputation

That black tile is a error in the definition of the stamp (or missing data) (I think), so there is no tool-tip when you highlight the land... no terrain name?

9 Replies 8,663 Views

"Now that is a warlord worth fighting for." "Pay me to let you die in battle." "Grab a sword and fight the horde. ... note: you must pay to be in this army "

2 Replies 1,556 Views

[quote who="OliverFA_306" reply="12" id="3347109"]Alternatively I don't know if the AI is Smart enough to disband a unit that has only 1 HP and is marked as having a very low combat rating.[/quote] I thought about the 1 hp thing, and didn't actually do that. It's just 1 last hurrah for that champion. In fact, one could implement this system for champions in general. Add it as one of the injuries... if they get it you really want to heal it. ;)

30 Replies 45,082 Views

[quote who="petrasvu" reply="11" id="3347089"]Paroth i dont like your abstract wonder idea. Its tooo complicated. If i understad i could build some abstract wonder which could be turned into particular one after inventing tech for it ? In civ V if you and AI is about to finish world wander at the same turn then AI gets it off because its being considered that your turn goes last. Meanwhile you getting lost production as a gold equivalent. In earlier versions you could then redirect to other p

21 Replies 25,405 Views

[quote who="abob101" reply="10" id="3347099"]Yeah I thought about the Autocast option, that would make the unit die at the start of the battle though right?[/quote] No... only if they actually die in battle. [quote who="abob101" reply="10" id="3347099"]That works fine for the player because they will understand... but it kinda adds another handicap on the AI because it own't understand that the unit might as well be left in the city or retired. The AI will likely have the

30 Replies 45,082 Views

I'm curious about this as well? Any changelog for us to see, or future ideas. Gameplay videos. New fantastic pictures. That interview with Paxton was good, but I would like to see something updated from the devs. I know they are lurking around... I can sense it.

9 Replies 15,897 Views

That might work, but I'm perfectly fine giving the AI basically the same henchmen they have now. The AI was programmed with that intention and I don't think I necessarily want to change that fact. The idea was more against a player exploit...but I'm fine with it. The actual problem here is that there is a bug in the system. If one creates an autocast spell then it will not autocast when one automatically resolves a battle. This should not be the case and needs to be

30 Replies 102,423 Views

[quote who="GFireflyE" reply="2" id="3347063"] to parrotmath! Another mod for the game![/quote] Oddly enough it is more of a fix to the game (the manual says henchmen should permanently die in battle.)

30 Replies 102,423 Views

[quote who="OliverFA_306" reply="1" id="3347050"] You did it again Parrottmath Perhaps if you make the injury give a negative value to combat value autoresolve will always kill the henchman so the result will be the same [/quote] Yeah, it was exactly what you idea was... I've been playing with it for awhile now and the idea of the autocast works, but I've been trying to get the unit to use it with the autoresolve and been unable to do so. I've cop

30 Replies 102,423 Views

[quote who="adam95" reply="5" id="3347048"] Quoting phazonfreak, reply 4But both players have the same amount of figures with exactly the same distinct abilities. ins2 is right, the analogy does not really fit because we want factions that have differing and unique "figures" that support varied playstyles. Although I disagee with the chess analogy, I actually can't disagree with the original post. The factions do have differences, but not *that* different. If

9 Replies 11,589 Views

[quote who="OliverFA_306" reply="7" id="3347024"] I know the solution!!!!!!!!! Make the injury autocast a battle spell, and give the permadeath through that spell. That way if the unit dares to go to another battle, it will be the last [/quote] You just beat me to answering here... but here is the mod that I've been pondering on getting working fully. Issue with the autoresolve but other than that it functions. <a href="https://for

30 Replies 45,082 Views

For those that are curious. Here is a henchmen permanently dying in battle. The idea is that henchmen fall once and get an injury that will force them to die in battle the next time they fall. (Note: not stormworld compatible at the moment, I ask heavenfall what the best way to make it compatible with stormworld would be. I'm basically using his bg stuff already) ht

30 Replies 102,423 Views

[quote who="Lord Reliant" reply="12" id="3346923"] Quoting Phaedyme, reply 3 My observation has been that the occupied city unrest penalty declines over time. I believe this to be true, as well, but it would be wonderful to know how this works. 1% per season? What's the game mechanic that drives this?[/quote] Its in the elementaldef.xml and it reduces the unrest after 5 turns. I'm not sure by how much, but there you go.

16 Replies 8,688 Views

One may already do this with the current engine at present. I'm not sure if one should have this in the main game as it will overcomplicate the system of movement. The initiative system is the way they accomplish this say effect. That golem that moves slow may get it's turn once after a normal unit has their turn twice or even three times. Movement wise, the normal unit has just moved 6 spaces vs. the golems 2 spaces. Effectively the same thing you have just requested is already in th

2 Replies 6,537 Views

Yes, it is duplicating the benifits here. Depending what you are trying to accomplish, depends on what you can do to avoid this situation. If you are trying to revamp the entire ability section, well then there is a lot of work ahead of you. If you are trying to make minor tweaks to the abilities, well then you may add game modifiers that will nullify the previous benifits and put in your new benifits.

7 Replies 7,738 Views

[quote]3) On my rig with 32 bit xp I am running with afterburner reporting to my g19 keyboard's lcd screen. The afterburner on screen reporting module is disabled and I am just monitoring memory (not sure exactly what memory - but the changes are what matter), GPU temp and GPU fan speed. After Xp boot about 8MB reported, after LH loads about 321MB reported. As I play the memory usage slowly goes up. The increase in memory seems to be related to UI usage. At about 950MB I start to get prob

2 Replies 6,326 Views

Let us not forget the adminstrator 3 ability that can be given to commanders. With 3 of them (level 4 min) having this ability you can get -30% faction unrest. (just 1 will give -10% faction unrest). This is not a difficulty when managing an empire, you just need the correct tools.

16 Replies 8,688 Views

Another possible solution is to play a non-random map. You can go to the map editor and literally generate a random map, then put the AI on islands in the corners and play the game without them pestering you at all for the entire game. Just turn of the spell of making so they don't go casting that one. There is also a miriad of ways to mod the game where the AI just can't do anything. The question really what kind of experience are you looking for in your gameplay. I find sett

63 Replies 141,374 Views