Well, after moving on to other aspects of the mod and then coming back to it, the problem seems to be with the tech tree viewer. Before I was using the tree view, not the list view. Using the list view, both specializations show up and the "hidden" one can be selected and researched normally. However, if it is selected when I switch from the list view to the tree, I crash to desktop.
Loren1350
I watched the video and I'm convinced you didn't actually read my post. But thanks anyway, the editor will be very useful for managing descriptions. :)
Yup. MasterLorenAntiparticleSpecialization MasterLorenAntiparticleSpecialization_Name MasterLorenAntiparticleSpecialization_ShortDec MasterLorenAntiparticleSpecialization_Dec <FlavorNa
Trying to add a [series of] new specialization tech. So far, one works fine, but the other sees the second (as appearing in the xml) specialization option overwriting the first. I've swapped the order in the xml and either way, the second occurring option overwrites the first. I've taken their specialization tags out, and they appear independently just fine. So far as I can tell, their formatting is identical to the other set of specializations I've made, and that one works fine. Help? <
Seems like the easiest way to accomplish what the OP states - an arable/rich land significance - is to change farms from being [relatively large integer] base rate + [tiny amount] level bonus to the other way around. Make farms a base of 0.3 per tech tier, plus 1 per level. Or something like that. Reintroduce tiering cities, to make food more of a bonus - say, a tier 1 city costs no food and provides only a small amount of popcap; to get truly populous planets you need to spend that food on u
I don't understand why mounts give initiative bonuses; why can you attack or cast faster while mounted? Weight capacity makes sense, and may influence initiative that way, but as a direct modifier it isn't very realistic. Movement makes sense, dodge makes sense, prone resist makes sense (though something less than 100% might be nice). What about combat bonuses for having higher ground? I see horses as being more practical/solid, and wargs as the more agile option
Adding more sources of unrest (say, per population, like Civ or MoM or...), and perhaps then adjusting the unrest penalty for taxation, would probably be a good step.
I agree that all cities should have access to spell effects. That's just fun and thematic and magical. The problem as it stands is that Essence serves both as an enchantment limiter and an enchantment strength, making the power of Essence essentially squared. Here are a few of my suggestions; note they are not intended to be all used together (though some of them work nicely together), they're just a few ideas. To increase access to enchantments: Allow any and a
[quote who="CariElf" reply="98" id="2820715"] Quoting Loren1350, reply 87 In short, I don't like the two-tile limitation, and it seems to me that the influence boundary calculations might allow it to be removed. But apart from that, I am curious about [player] boundaries: How will you break ties in influence conflicts? The reason the limit exists, which is actually 5 tiles, is to prevent cities from connecting. This would not help two cities w
[quote who="CariElf" reply="86" id="2820303"] Since all points are relative to the center and the radius is 2, the max distance of any point will be less than or equal to 2 already, just because of the way that the loops are setup. This does not affect the limitation of how close you can build to another city. While improvements exude influence, the influence is not specific to that city, and with this code, it will be possible to have your own zones of influence overlap
Ok, here's my two bits. Give each city some kind of "economy" stat, possibly hidden. Make it sqrt(population * total production) or something else deemed reasonable; since population will be generating taxes in 1.1, maybe "economy" would just be equal to gross gold production (though this would ignore mining cities and academic capitols). Based on this stat, each city gets a number of free, invisible caravans. These caravans each pick destinations (friendly cities or outposts; see bel
Your language of "marking" everything in the bounding rect imply to me that you've bypassed the Euclidean calculations. I'd suggest that for the sake of adjacent borders, you're still going to need a proper "distance" calculation to get things to work right. Personally I'd rather have a game use Euclidean distance for idealistic reasons, but Elemental already isn't a Euclidean game for units (see: treatment of diagonals) so you should be using the Chebyshev distance. It's still comput
Or it could be a world generation option. That way you can decide each time if you want to have an adventure-centric game or a city-planning one.
It's more work in the animation department, but I would also/instead like to see a system more like MoM; the attack and counter attack are displayed simultaneously, in one "battle" animation. Like keith, sometimes I'm irritated by how slow combat goes, especially for small fights that I'd otherwise use autocombat for (except sometimes I have a specific plan for mana management -- so perhaps another suggestion is to have an asked-each-time option for that). For that matter I would also
I had a case (sorry, no savefile) where a Pioneer I'd produced was standing on a coastal (not beach, but the last walkable tile before the ocean) tile. The "found a new city" action icon was not shadowed, but when it was clicked nothing happened; no "your city is too close to another city" or other message.