I'd like vastly expanded tactical maps.
Heavenfall
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.
Yes, it does. You can just use a custom tech tree for any race, and that means you can use custom armor or units for any race.
Well, I certainly didn't see that last bit coming.
[quote]if you run a business terribly and produce a crappy product[/quote] The business is not run terribly, it is run perfectly.
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.
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?
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)
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")<
You cannot break up TerrainTypes.xml without breaking its functionality. It has to be in one file. PS. You should post these mod questions in the mod section.
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?
Consider using [quote] instead. That way we can copy it as well without getting annoying characters added.
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
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.
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.
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,
I think an absolute must for 1.1 is space unicorns. Riding bears.
I'm confused too.
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
Cashing in on another market. Even IF the pc market gets reduced by 50%, if they can snatch 50% of the console market as well, they'll end up ahead.
[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
I thought this was interesting [quote] While it's true that I do plan to develop a stand-alone version of Fall from Heaven , at this time I want to focus on making Elemental the best strategy game possible.[/quote]
In ElementalDefs.xml you will find [quote] 0.01 [/quote] and [quote] 0.20 0.10</Pove
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.
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.