Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation

If a city says it has -2 food that just means it consumes more than it produces. Food is automatically transferred from cities with surplus. Only if you have global lack of food (ie - the top bar says minus rations) will your citizens begin to starve. When that happens, a black round symbol with a fish skeleton will appear over your cities starving.

9 Replies 4,992 Views

I don't. They're one of the few companies that is keeping me from permanentally installing, assembling and ordering computers for friends, coworkers, relatives, pets, relatives pets and so on. There's a perfectly viable market for those of us who don't want pre-assembled garbage, but I'm still glad companies like Dell exist.

36 Replies 114,330 Views

Sure, if some games actually used that amount of RAM. I haven't played one yet that does. Can you name two? All I see is games never go above 2gb, and almost all games never go above 1gb. Edit: I'm not trying to sound obstructionist. It may well be that 64-bit will save PC gaming. But a developer can't just say "when everyone has it, it will be awesome". If there is no support for it, why get it in the first place?

40 Replies 16,138 Views

Ah.. so there WAS a capital city bonus! The first city doesn't require 1 food to place! [e digicons]:D[/e] (or maybe the player starts with 1 food)

133 Replies 384,280 Views

Sorry for following up again, but if you have a small starting city that is like other cities, then this city still needs to produce 1 material and 1 tech at the very least. So how exactly is the city spam issue solved? I mean I understand that there will be great benefits to building large towns, but - is there something actually promoting the player from not building large towns AND THEN a small town in every little nook and cranny? (edit: other than "it's annoying and takes time")<

133 Replies 384,280 Views

Confused earth. I like that. Will definitely use that name in a mod somewhere down the line. It begs all kinds of questions from the user, like - why is the ground confused? How is it confused? Can I clear things up for it?

276 Replies 878,018 Views

So I guess FOOD and PRESTIGE are much more important now, as you'll want to maximize their use to gain the largest population. A small city with only 10 inhabitants would be rather useless, compared to a larger city with 1500 inhabitants. How does these population changes affect the city leveling system (primarily, the city leveling system seems to be in place to limit the best buildings from being made quickly, or cheaply, in small towns)? Does the capital city start

133 Replies 384,280 Views

Yeah, what Alstein said. What's the point in paying extra if it's not useful TODAY? I've got 8gb ram and win7+games have never gone over 2.5 total used. I would have been perfectly fine with 32bit, and shaved a few dollars off the top.

40 Replies 16,138 Views

That would work as well, but only if they introduced a prereq attribute that checked if the city had a particular building. The only current one is BuildingRequirement, and that only checks against the tag, and the check only works for unittypes.

127 Replies 53,754 Views

Requests. First, I would like a way to demand, for an improvement, that another improvement has been built previously in the city. For this we have [quote] 1 K_workshop [/quote] but this does NOT check world resources that have constructed buildings on them. The functionality should be,

127 Replies 53,754 Views

I'm making a new post about this because it is getting ludicrous. I've seen 3-4 patch notes about this being "better handled" now. Well, that may be, but it's still happening. A typical example: The enemy AI sovereign is on his way to defend a city. I capture the city before the sovereign gets there. Even though I've now captured the city, and flipped the influence surrounding it, the sovereign STILL marches blindly into my territory. Even if he is alone carrying a feather for

4 Replies 22,131 Views

[quote who="cephalo" reply="191" id="2805801"] Thanks Kael! Very exciting to see you join the team! And.... for my super easy wish list... I would like to be able to place resources and shards on the map, without any additional random placement. Leave it to the map designer what is to be placed, and leave it to them to do it properly. This goes for maps made in the cartography room also. I was thinking doing some weather generation based on the shards, beyond

241 Replies 756,696 Views

In ElementalDefs.xml you will find [quote] 0.01 [/quote] and [quote] 0.20 0.10</Pove

7 Replies 7,374 Views

eLIB means this is meant for modders. End-users will have no benefit from looking at this. More info here. One of the problems I've seen described on the forums is the inability to add shard resources through xml mods. For example, you might want to have a shard appear as a mine would from the Naturalist talent, or you might even want to summon a shard through magic or from a goodiehut or a quest.

1 Replies 2,076 Views

Here's a goodiehut for an ancient civilization. Once a champion reaches it, you'll get either nothing, a ventri mine, a clay mine, or any of the four shards. http://www.mediafire.com/?4x1x1h0n82fztci I don't know about spawn rating, 4 is pretty high.

263 Replies 571,769 Views