Yes a 'fishing resource' on the beach would look silly. What about a " fishers' port " - a 'building tile' that looks like a section of the settlement being used by the fishing community within the settlement. The 'building tile' could have some fisher shacks, many fishing boats, some small repair shacks, sails, and a market space, etc. The tile would look like a part of the settlement where the fishers base their boats ... have the tile produce food (fish). gets
ElanaAhova
Awesome work. And the frosting on the cake? This: I enjoy reading the 'back and forth' about your though process as you grapple with various issues because it is teaching me how to mod in this enviornmnent. Later, when the dust is settled, I may try modding also. And you will have beenb one of my teachers! Double kudos to you fro sharing the mod, and sharing your process! Karma coming to you...
But Janusk has a bigger club.
I am so happy to see you have decided to use (eventually) a unit based, rhater than a 'side' based movement order for tac battles. Here are my suggestions for that system: Tactical Battles Current system uses the ‘combat speed’ of the unit to determine its APs allotment. One side acts, then the other. Repeat until only one side remains on tactical field. Side that acts first has immense adva
Grid on or off? Depends on the game, how clear the 'squares' are with it off, and what i ma doing at the time. I prefer to play with grid off, as it look more 'natural' (whatever that is), more immersive. However, if i have something that requires exact precision to do (really important move, build etc, I temporally turn the grid on, do it, and then turn the grid back off.
BTW, how do you get the quote thingy to work? Thanks
jandurin wrote: September 29, 2010 11:18:02 AM Quoting ElanaAhova, re
Gweno 1 wrote: here is an RPG called Divine Divinity where there is a secret area where you can find the developers and kill the bugs in the game. When you kill them, if you have the 'silver brestplate' the lead programmer alters its stats making it one of the two best chest-armor pieces in the game (both of which have random stats, so which is 'better' varies). Unfortunately, the teleporter to leave the area is bugged and does not work, but there is a work around using special i
They posted a screenie that shows a window with all your settlements listed...
Hye, whenever the patch comes.... I bet the download servers will be massivly jammed?
tac battles played out by the PC? Actually, i think I might like this appraoach to tac battles. Too bad the game doesnt include a 'switch' that allows users to have the game ALSO allow user to play out the tac battle directly, in turn based mode, or unit based mode. But I like the idea of the leader giving general commands to units, and then, people being people, they do their best in the trenches...
Ok, OK, seems that there are many decent games in this niche. Dominions 3, I will try.. tahnk you all for the info, and insight... nice to have a heads up before jumping inot a new world.....
Tazgecko wrote me: Go to this link . It has all the information you need. JoeUser and WinCustomize are NOT attack pages. Stardock is working to resolve the matter. Thanks taz, there is so much to learn in thios web enviornment, and I appreciate you help... thank you so much!
I think, if you want to do something a little different, you could have the streams run along the edges of the squares, instead of through the middle. This is an excellent idea. Then some rivers could be 'impassable' except at fords and bridges... others would be shallow enough to cross anywhere. And a new set of tactical issues to deal with, very cool idea.
I love the response from the guys with the head tubes... when my influence base starts eating into their space... " may daughter just camback from a party at space station she had a great time, but it is YOUR station. I dont think we would look good wearing your human clothes. We like are culture the way it is, so stop it. If i'm strong enought I'll come after you, if i'm not, I'll just keep persting you..."
squirrel cavalry? is their special attack designed to drive the enemy nuts?
I'm very happy to see the spreadsheet for cities... I feel so at home wth it... I hope the fine suggestions that everyone has made already, level up indicators, being able to see all resources, not just trhe "major" resource, etc. are implemented. I'm very happy, indeed. Thank you SD... the whole dev team!
I'm new to this. Please explain to me what an "attack page" is. ithink you are talking about a web site that might have worms, virusus, etc?
So much of what you have suggested sounds really good. I like it! Well thought out. The only concern I would have is the auto updating of units - and not allowing each user to decide how to armor /equip /etc. each unit. This seems to be a key part o9f your plan. Please help me understand what is the (are the) concept(s) idea(s) behind this auto upgrade decision? What are the trade offs, as you see it? I love the idea of elves...
May I throw in a funny comment? Bug fixes? Send your SOV (with some helping friends), out and go kill those *** spider bugs!
yes, EWoM has many optons, and is like an adventure, but takes a few turns for things to happen. Start your city next to fertile land. Get the court scribe to join you. Go visit as many of the level 0 goody huts nearby, scout the area for resources. tech? I go civ until I get irrigation. War, go for bows. When resources are found, send a pioneer to settle there. Lots of options. remember, when you raise the level of the notible sites, you
Actually, it is a very cleaned up version of what genghis khan said. Conan (O'brian?) borrowed it.
I'm confused. I can only access the merchants when I am inside or adjacant to A settlement. Did I miss an 'update?'
Yes, i noticed the lack of rivers. I attributed that to the extreme dryness of the entire planet... evistated by the previous war. The patches of fertile land are really important for settlements to support significant populations. I suppose, over time, rivers might re appear as the land is healed by the channelers?
I'm not a programmer. However, is there a way to create a treaty that allows one time, passage thru another SOV's area? A very inexpensive treaty. This is so necessary in early game, when an NPC gets caught between beography and another SOV's controlled lands. Only option now is a non agression pact -and many times, early game, they are impossible to 'purchase.'