After playing the 1.2f version for a while I have had a few ideas on tweaking prestige. - Make the city count be based off map size before the penalty starts kicking in. - you could take the square root of the map size and have that number be the point at which the effect kicks in. A 5x8 map would be the square root of 40 or 6, so after 6 cities the effet would kick in. - you could have it just be based on the size
Cynjian
One thing you could do for cities is to give level 4 and 5 cities a unit creation bonus of 15-20% with those two level ups.
[quote who="Heavenfall" reply="19" id="2952132"]Simultaneous damage might be very interesting if it was properly applied to the following modifiers as well (beyond first strike and first strike counters). (I'm using counter-attack below as a description of the attack the defender performs in a simultaneous combat situation) UnitStat_CounterattackMultiplier - currently a unitstat that modifies the counterattack damage from the unit. Ie, the counter-attack is different from the s
Several based on what caliber it is: Green Dragon : Acerbic Wyrm, Acid Wyrm, Mordant Wyrm, Vitriolic Wyrm Red Dragon : Burning Wyrm, Pyre Wyrm, Lava Wyrm, Magma Wyrm (maybe Molten Wyrm) Giant Black Widow Spider : Blight Bane Matriarch (Female since all the males got gobbled up) Blessed Hauberk Cheers
[quote who="Trojasmic" reply="12" id="2944695"]While we're working on make city levels matter again... could we also do something about the city level-up bonuses? Here are the things we've requested a number of times: 1. Don't make us choose our bonus immediately--let us come back to it after we've reviewed our city and the rest of our kingdom so that we can be sure to pick the right thing. 2. Give us more choices-- spell research, tech
Nice changes. Just a thought, you could have a high level (expensive) research "Mysterious Research" or something similar that would bring (potentially) in a random tech that you don't have but may need or want. That might alleviate the desire to restart somewhat.
http://dl.dropbox.com/u/8942084/Elemental1_19j-2011-04-01T21-03-37-655.zip http://dl.dropbox.com/u/8942084/Elemental1_19j-2011-04-05T21-38-47-845.zip http://dl.dropbox.com/u/8942084/Elemental1_19j-2011-04-07T06-51-18-1
I enjoy large maps, that take a bunch of sessions to finish. I try to finish most games, or more exactly, play until the next patch comes out, then make another to test out the changes on! I kind of like mopping up when it gets to that point.
Thanks for the continued work and informative posts!
A brief summary of preceding posts: http://www.youtube.com/watch?v=MVzYxqG9N1c&feature=related
Overall I have noticed an improvement, I'm getting 5 to 8 turns in, before a crash, where 2-3 were all that happened in 1.19a. I do like large maps though. Also the new quests and other minor tweaks are nice. It has been interesting to watch the AI factions develop. http://dl.dropbox.com/u/8942084/Elemental1_19b-2011-02-10T15-19-24-535.zip <a href="http://dl.dropb
The light, it burns! A nice overcast #3 seems good.
I've noticed this also.
http://dl.dropbox.com/u/8942084/Elemental1_19a-2011-02-07T20-49-43-25.zip http://dl.dropbox.com/u/8942084/Elemental1_19a-2011-02-07T21-49-26-495.zip http://dl.dropbox.com/u/8942084/Elemental1_19a-2011-02-08T10-37-46-879
the one *.zip should have a debug in it. The other crashes generated a 0 bit zip file, nothing in it, and the dmp file was sitting next to it.
these mostly happened during saves. One time it crashed when i was saving a newly designed unit, but the dump file was empty. http://dl.dropbox.com/u/8942084/Elemental1_19a-2011-02-03T16-38-51-360.zip http://dl.dropbox.com/u/8942084/Elemental1_19a-2011-02-03T20-33-06-383.dmp <a href="http
When you fire the game up and see the dragon sreen hit esc or shift-tab and log into that area too. It has seemed to help others with similar problem.
GL with that Stilgar. For some reason those two areas of impulse arent sharing info... or some such.. I just tried an online game and it did work fine for me now.
I think it would be awesome if they would put 2 little buttons near the calendar, so that we could toggle on and off, each of the groups. Would be nice to remove the buildings and or cities when you want to lesson clutter. (More noticeable in a large game) The scroll bar would still be handy, but I find that my mouse wheels does the job too, and I dont have to aim for a little arrow.
Glad to hear of some good future gaming prospects! Elemental is coming right along, but I do hope that the Fallen Enchantress hasn't fallen in a, errm, bad way. None the less, I'll pick her pieces up, rest assured. You guys (Stardock) have a certain steadfastness towards your products, and it is much appreciated here. Cheers
Would be great if the 1st and 3rd of your ideas come to pass. I have a group of friends that are waiting for that feature to happen. But, I'd wager the kinks need to be ironed out of the base game before they delve into that area.
I agree with GW regarding speed / pacing, but if they gave your champs a base of 2+(1 per 10 dex rounded down) it might help on the exploration side of things a bit without throwing the balance out much. In mid to late game its not too hard to put together a 7 move scout or 3-5 movement troops depending on how you want to tech things.
Yikes! [e digicons]:beer:[/e]
http://dl.dropbox.com/u/8942084/Elemental1_19-2011-01-29T11-52-05-86.zip http://dl.dropbox.com/u/8942084/Elemental1_19-2011-01-29T17-07-36-193.zip http://dl.dropbox.com/u/8942084/Elemental1_19-2011-01-29T20-12-59-530.zip</
Happened when saving a game http://dl.dropbox.com/u/8942084/Elemental1_19-2011-01-29T14-31-31-767.zip