It is curious that so many are getting 2020 estimates. I can only assume that this is an estimate for a mechanical failure of some sort, rather than when the drive reaches the maximum writes. Of course, SSDs shouldn't have mechanical failures in the same sense as other drives. I usually write around half my drive every day, so assuming that it should be capable of writing around 10 000 times that should give me a life-time of less than 30 years. So there's definitely some othe
Heavenfall
Meh, I have no problems taking a free game after E:wom. Giving FE away for free isn't just about how E:wom turned out in the end, it's about how it was handled from the start. The next game, however... that might feel a bit wrong to take for free (for those of us who pre-ordered E:wom). We will see after FE, eh. Maybe there won't be a third game.
Interesting, I only have one ssd. I'll run it for a week or two and see what the software estimates.
I'm glad you enjoyed the mods!
The summons overall could use an overhaul in this mod, but I really don't care enough to do it. Also, interest in the mod (both mine and players') has quickly declined after the last patch of E:wom, and as FE beta is drawing closer.
This is the description of the spell from the spell list [quote]Level 5S. Guardian Ward. Provides a permanent, stationary defender. 200 mana to cast, no upkeep. To cast requires intelligence 20. Can be cast repeatedly on the same settlement.[/quote]
Everybody can have more than one guardian ward in a city. Everybody produces 1 tech knowledge from the start, brilliant increases that to 2
You are getting way too savvy with your marketing speak. But I guess people need this nowadays. Drop a vague reference and the sense of entitlement could last you a lifetime. In before ponies.
RIP, he always was a rambling old man in my book, but he always had a good point and had a talent for making it interesting to listen to him.
Anno 2070 got its demo today, release is the 17th http://www.gamershell.com/news_128212.html
It's one of the simplest sites there is to use... if you understand the concept of subreddits (subforums) and you understand how the comment system works (nested, instead of the regular first-come-first-serve) you're all set.
Gotta start a new game whenever any mods change
Unfortunately, that origin issue has kept me from buying the game. Not on any moral grounds, but the fact is I use my gaming computer as a workstation too. It would be quite illegal for me to allow a third party program to sniff my files.
It's great that you have a game designer with a great background give feedback on the AI, imho.
E:wom is completely different from FE because of the different pixel shader. The missing textures bug in E:wom was only due to using an older pixel shader - that's why they couldn't fix it for so long. You can't really draw any conclusions from graphic bugs in FE based on E:wom.
The biggest change is you can't escape unless they're ambish maps. Escaping can break the quest.
Uploaded 8.13 EF: 'Ard, the sovereign of the Living Stone, got his starting weapon back EF: Updated to After the War 1.10 standard EF: Lost Souls had a capital bonus that said they would gain increased Zone of Influence around their capital city. This had been removed, and has now been restored.
5.8 uploaded Artifact: Slightly increased the chance of being ambushed while trying to leave a dungeon that hasn't been completely cleared. Artifact: Dstaurmim can now spawn slightly earlier in a game (above 1000 player population) Artifact: The Bloodsmith event now comes later in the game. It can still only happen to the pre-made sovereigns, not to custom sovereigns. It can now happen to ExpandedFactions pre-made sovereigns as well. Artifact: Changed the wording af
Uploaded 1.10. New ExpandedFactions and Artifact mod coming in 30 minutes. new spell list: http://pastebin.com/raw.php?i=dGyvYjF4 Changes for After the War: - Fireball redesigned. It now reads: "Target suffers damage modified by troopcount. Base damage is 16^ (+4^/fire shard). Each troopcount above/below 4 adds/removes 20% damage (3 men= -20%, 6 men= +40%)." changed previous calculation: "Enemy target suffers 4^ (
There are no guarantees with random systems.
Did anyone punch the creeper? Not intentionally, but sort of a gut reaction when he sneaks up behind you. I would... I would punch it so hard. And claim it wasn't intentionally.
I'd like to take the opportunity to turn the scenario around. This sort of focused army invasion is exactly what the AI should be doing to you. Now, obviously I don't know the full circumstances, but in E:wom a big problem was that the AI never seemed to amass that "killer army" themselves and invade you. My point here is that this isn't just an AI weakness, it's an "issue" with game design. And just as the AI has to counter it, the AI should be using it to its own adv
I would expect "militia" is just a generic term for a wide range of quality on units, or number of soldiers should drastically scale with the level of the city (remember, quality on units isn't nearly as deciding a factor as it was in E:wom, at least judging by weapon scaling). It would be neat if there were specific buildings that boosted militia as well, for example it could be one of the options from the random city improvements when you level up the city. Or nearby world resou
[quote who="Alstein" reply="9" id="3017051"]Never get into a landwar in Asia or buy a Paradox game on Day 1. [/quote] I dunno about landwars, but I second the paradox comment.