Edited, nvm.
Heavenfall
I did some quick tests with the 2) mod and it's really causing every city to look the same. The improvements don't cost enough to demand that the player specializes. Since you are required to build housing room in order to level the city, by the time you have to choose what to build you always have the population to build everything. I'm thinking much higher limits would be in order after level 3. It is probably better to tweak the tile limits for cities, coupled with the 1) mod (
The beta apparently will start in july, unless they decide to start it later.
I'm not really seeing much improvement in boot-up either (maybe 5 seconds off ~20 seconds). More program starts and handling files, that's where I'm noticing a major improvement. Heck, even loading internet pages seem to go quicker, although that could just be imagination (it goes to ram, right?).
Based on this thread I picked up an SSD and I am fairly blown away. It's like that feeling you got when you install a fresh OS. Only double it, if you're doing a fresh OS on an SSD. Time to turn my old drives into ze raid.
I believe there is a hard-cap range beyond which no resource will link to a city. I will experiment with it.
Since Frogboy is having some trouble with the new population system and is probably going to remove it, I'm going to make two population mods that, I think, should make population and cities more fun to play with. 1) A city's buildings are limited by the upper limit on available housing room in the city. A small city that can house 15 people would be able to build 3 improvements that require 5 population. Note the difference here between ACTUAL city population, and housing roo
I think that's how the current system works, Sethai. Each member in a unit gets their own rolls.
[quote who="Trojasmic" reply="34" id="2954790"]For you guys that say you like the new UI, I don't think we see enough of it in these screenshots to be able to tell do we? Maybe we need a Dev journal with lots of UI detail.[/quote] We're liking what we see, obviously. Not what we don't see.
Yeah, the sunrays look great wandering across the landscape.
I would say possibly very loyal to his fans. This isn't just about Frogboy, this is about Stardock not abandoning a botched release.
4.2.1 up, see op.
That companies within the same industry tend to cluster in areas instead of spreading out is a pretty well-studied area in economics. http://en.wikipedia.org/wiki/Business_cluster >Can anybody think of good examples from history or literature where a country is made up of a small number of very specialised cities? I think you would be hard pressed to
I'm one of those people that wouldn't enjoy creating stuff if I was paid to do it. I started my own company when I was young and worked hard until I could employ people to work hard for me. And now I don't work at all. I'm here because it's fun to me, not because it's money to me. Besides, I am not in any way qualified, I'm neither an artist (stick figures ftw) nor a c++ programmer (php only). Speaking of stick figures, I actually had an idea to introduce t
And since you're giving up a unit for it, ie there's a huge cost for getting those mounts, I can make the mounts very strong with a ton of bonuses.
If the player sovereign still gains 10% of all xp gained by your faction, like E:wom, a sovereign is perfect for creating a sit-at-home guy as he can accrue experience doing nothing. Speaking of which, are all the champions adventurers or are there city-type champions as well? And will they, too, gain experience or are there quests suitable for their talents? Loving the UI. It sounds like you're taking some concepts from E:Wom and building on them. Which is r
The simultaneous combat is a lot of fun, I think. An easy fix to improve the suicidal AI and put every unit in danger of dying. Can't ride in on my shining horse and take out 50 men any longer. The 4man sized squads really improve the game because, just as you say, it gives more room for champions to be great. A champion taking out a squad of men is pretty awesome, a champion taking out a single enemy man is not. However, the massive time it takes to train units is really sucking
Boring world, without a doubt, is the largest factor for me. Every game is the same, there is no randomness to speak of - if you played two games, you can play 300 more and still not experience much new. Fuck, there should be 50 different scenarios that completely re-shape the world. A necromancer spawns, taking over factions and killing everyone, raising them as dead. No, it's not a necromancer, it's goblins that raze every city they capture and destroy every farm they get their hand
Didn't Frogboy hint that population would be reworked in E:FE? I think you're having an interesting discussion, but it sounds like it's beyond E:wom.
Warning! A class 2 time paradox has been detected in this thread. Any further reading in this thread represents a [mortal] cognitive and/or existential threat. Only personnel trained for for memetic hazard containment are cleared to proceed. If further world lines are traversed, a chaotic system may evolve leading to an end-of-the-world scenario. For any other information, please contact your</p
Uploaded 4.2.0, see OP.
Sorry, no idea. I had no problem changing it.
http://forums.impulsedriven.com/407545
Sovereigns can die in freak circumstances where they end up inside enemy territory and then get bonked. Even if they have cities, they will die permanently then.
Uploaded 4.1.0, adding artifact mounts (see OP)