[quote who="Frogboy" reply="3" id="2845056"]Yep. We'll be talking about v1.2 right after v1.1 goes out. My *personal* short list includes: . Getting the AI better at building grops . Better unit design by AI players . Better city specialization . More awareness prediction of enemy destinations . MUCH better diplomacy So as much as you guys may like v1.1, v1.19 betas (for those who want to play the test builds) will b
jecjackal
On the monster spawning note, I've gotten to winter of 244 (where I always crash for some reason) and I have not seen anything tougher than a bandit (the 8 attack one). I'm on ridiculous world and faction diff. I play an 11 player game and I don't normally do the adventuring techs (atleast i'm not testing them in this beta because not a whole lot changed in them). From how Derek explains the spawn level working my 0% contribution would amount preventing the 89%->100% spawn level. (or atlea
Does this mean that the name of the world affects the generated map? Because that would be kind of cool if I liked a particular map and wanted to play on it again.
[quote]funny how you can cast one spell in combat but multiple outside of it.[/quote] A turn in tactical combat represents seconds where as a turn in strategic represents 3 months.
I built one of these in my last game as empire. The unit appeared to have no special abilities. I'm curious as what they are supposed to do?
I have played about 20 games without seeing a minor faction. What did it look like?
To add: I had a single unit defending a town and moved him where the OP described his wife was (inside the city walls, with only 1 square adjacent). When one spider moved into that square, the other passed their actions.
[quote who="AlLanMandragoran" reply="6" id="2842243"]I shook the marbles loose and came up with the following: Why do I currently found cities? Claim resources - definitely Strategic chokepoints - kinda but not really since Teleport is uber for offense and defense as it stands today "Civilize" the wasteland - kinda but not really. Sure, I push back random spawns of mobs and provide a boost for combat on my default terrain but not significant rea
They could do something as simple as the following: Shards always reduce the mana cost of their element by a % (10-20). Int Always increases damage of the spell. For buff spells, Int could increase the effect of the buff (% increase or pt increase) per point of Int.
[quote]Also: it seems that mid- and late-game spawns are still not there. Past the first spiders, bears, bandits and wolves, the world is safe.[/quote] Yea i noticed that too.
[quote who="Werewindlefr" reply="12" id="2843560"]Is it me, or is there no way to cancel an alliance, research or trade treaty ?[/quote] I believe you are correct. As far as i know, there is no way to cancel any sort of relations with the AI. On that note, I would much prefer that alliances, research and trade treaties be indefinite.
[quote]7. Merchant bonus raised from +10% to +25%.[/quote] Just curious skipper, is this referring to the "Merchant" unit ability or the "Merchant" building?
I did some analysis on the sovereign creation options as well. Natural Leader (5 points) Adds +1 to dodge. Because this ability is a static bonus, it is not valued nearly as much; although it does effect everyone. Intimidating (10 points) Adds +3 to magic resist. This is another static bonus but it is high enough it may cause some noticeable benefit. It does effect everyone. Great Defender (7 points) </p
You have to resarch raze city (its in one of the conquest techs IIRC). The option will be in the main city dialog (Clicking on the giant button in the middle lower part of the screen once the city is selected. Our sovereign can move mountains and hurl fireballs but he can't light a match to burn down a town....
I've found few minor things: 1. Master Scouts, unlike Great Warriors, Brave and Death worshiping, does not affect recruited champions. 2. The tooltip for sight for my sovereign says the following: Base Sight 2: Total Sight = 4. Basically its probably just outdated. 3. The tooltip for combat speed when great warriors is used states that the bonus is +10% not +1. &n
I've been creating custom factions for a while now and I finally got around to using the new and improved Deathworshiping (+10% HP) and bravery (+5 HP). So I started a game and I noticed that my sovereign was getting the benefits of these techs. I did some testing and this is what I discovered. Brave (+5% Hp) Effects Sovereign, Champions and Units Death Worshiping (+10% Hp) Effects Sovereign, Champions and Units. <stron
Thank you for all of your hard work guys. And thank you for re-enabling the Death Worshiping ability. There is one small thing I would like to suggest that you change. Right now both Death Worshiping and Brave cost 2 points. However, Death Worshiping gives a 10% hp bonus and Brave only gives a 5% bonus. Could you either... 1. Up the cost of Death Worshiping to 3 points 2. Up Bravery to 10% HP bonus 3. Lower the cost of Bravery to 1 point. <p
Thanks for the help guys, I never used filebin before so this was all new to me.
I would really love to have caravan guards. In my last game (1.09t) I lost about a dozen caravans, each causing my econ to tank.
Your right it is working. My apologies, A PEBCAK error must have occurred [e digicons]-_-[/e] Anyway nevermind.
Sorry, i Posted in the wrong section. Could I get a lift to the Support Sub-forum?
No matter what I do, the game crashed upon hitting end turn when on winter 244. This is very repeatable (I would be surprised if anyone has gotten past winter 244). Edit: Moved to Support Forum Edit: Debug File: http://filebin.ca/coqzfg/debug.err Edit: Save File: http://filebin.ca/gydmc/Jec08.EleSav
I did not even think about the fact I was a custom race, good call (I was men).
actually I have tried being a Kingdom and starting with Wartools. I was able to use Boarspears but the advantage is minimal; I still had to research the "equivocal" Kingdom tech.
Yes I've seen the AI use shields before. However that was because I was playing Gal Civ II not Elemental [e digicons]:P[/e]