I think those values are calculated automatically based on the surrounding terrain. The problem is the editor doesn't update the display promptly (or ever, sometimes), so it's not terribly obvious. From what I've been able to determine, if you place flat land with either the kingdom or fallen environment (so it's either green grass or that purple stuff), and it's a big enough area, you get 4 wheat/2 prod. Add a forest, and the edges get 3/3 and a little further int
SpeedDaemon
It would seem that my web server blew up again mere hours after I posted that. Or managed to suffer a power failure in spite of the attached UPS. Apparently I didn't knock the adjacent wood block hard enough. :P Anyway, it's back up (again).
I replaced my web server, and completely forgot this was there, so forgot to restore it. It *should* be back up again - let me know if you have problems.
Ever since 1.1, I've been having the "out of memory" errors pretty regularly after about 2.5 hours of play. The Elemental.exe process was always using about 1.6-1.7GB of RAM at this point. I was curious whether it might be running up against an artificial 2GB limit (as from the 32-bit Windows days), so I used CFF Explorer (available from www.ntcore.com) to set the "app can handle more than 2GB" flag on the .exe. Ever since I did this, I haven't seen an OOM error, and have kept the game
Does anyone else find it a little weird that when a sovereign dies, their ENTIRE kingdom vanishes from the map without a trace (save for the roads)? It's fine for multi-player, but if you're playing the AI, I think it could be handled much better. When the sovereign dies: - All units are returned to the nearest city. Then, all but one champion per city desert (preference goes to dynasty members, and deserters resume wandering the map). - Lvl 1 cities/out
Three suggestions for armor/weapon balance: 1. Armor might work better if there were two values. You'd have something like 3/30%, where the first number gets directly subtracted from the damage roll, and the remainder is reduced by the %. That way, sufficiently wimpy weapons still aren't a concern, but anything else will get SOME damage through. Since parties/squads have a combined attack value, this would mean that a group of soldiers are always a threat, even if they'
Bump for (long overdue) TA update Still somewhat in progress :) - Support for Immense maps - Fixed most crashes when loading generated maps into TA map editor - Added some extra randomness to star & planet positions within sectors
I just got around to reinstalling GC2 and picked up TA. I'm trying to update my map generator (previous thread here ) so you can use it to do the grunt-work of putting most of the planets and stars down, then pull it into the TA editor and polish it off. Unfortunately, while the maps seem to load into an actual game (most of the time), they crash the editor consistently. I haven't been able to find any good informa
I don't actually have ToA... In fact, I haven't had time to play GC2 at all for the last few months. :( I'll see if I have time to look into updating it, but I won't be able to test with ToA right now. How big are the ToA maps, and have they released updated file format information? --Andrew
I think that happens because the AI's build orders are usually pretty much the same. This results in them all building up and making the decision to come calling at about the same time. I haven't watched a replay of the AI in this game yet, but I do remember this was particularly pronounced in some earlier RTS games. I remember WC2, the AI's towns all had exactly the same layout, even.
I'm still somewhat of a new player, but I have a suggestion that would relieve a lot of frustration. I include at least a few flak frigates in all of my fleets. The problem is that I usually end up wanting to court-martial whatever inept trained monkey the devs have hired to captain the things. :) I put them in my fleets for a purely defensive role, but when I try to get the fleet to focus-fire, they always run out in front of the heavy cruisers and cap ships and get toasted. I can get around th
Like a few others have mentioned, when I think of the capital ships, I think of battleships. Right now (aside from special abilities) they really just have the same weapons that the other smaller ships have. More of a large cruiser. They need something like the big, bada$$ 16-inch guns that battleships have. Big, nasty, but mostly only useful against stationary or slow moving targets, since they take time to train out, aim, reload, etc. Have the accuracy scale up with experienc
I've just completed a first cut at a web based map generator that might be helpful. It's not an "editor" that lets you fiddle with the details of individual planets, but it will let you specify start positions, how many star systems are where, and gives you some control over system size, planet quality, etc. You can bash out a fairly customized map in about two minutes, so if you're going to edit by hand, it will at least get a lot of the tedious work out of the way for you. ht
2012-10-21: Back up on new web server (oops!) 2010-07-24: Updating for TA: - Support for Immense maps - Fixed most crashes when loading generated maps into TA map editor - Added some extra randomness to star & planet positions within sectors I finally have a working version of a map generator I've been fiddling with. Instead of randomizing everything, or tediously plopping down every star and planet one by one, it lets you specify variou