Non programmer here [quote] - Relatively easy to edit for less technical designers, at least for basic tasks.[/quote] And this has to be the winner. You want something that will encourage new moders. Apparently Lua has better handling of data - it is easier to adjust all the tech costs by a factor in Lua (so says the Civ V modding documentation anyway). Quite a few mods will be centred around adding to or modifying the data tables. (new buildings, new
RFHolloway
Add a spell to summon a magic carpet that grants a move of ?10 but leaves combat speed unaffected
[quote who="celev" reply="14" id="2880492"]Note: I think the changes made in 1.19 to eliminate the tile cap from cities is stupid. It ruins the value of an individual city, eliminates the need for city specialization and destroys the purpose of having some upgrades occupying four tiles vs. one. Those upgrades which take up space should be considered costly, and not something that can be built endlessly. I should not be able to put every L5 upgrade and world wonder on one city ... I
Love this approach - do we need a demandabot thread for game balance/improvements/general issues - or should we post things here?
[quote who="IBNobody" reply="19" id="2869890"]As you will see, I was wrong. I will update my guide. Charisma does still reduce champion cost, but the effect is non-linear. Here is a table of starting recruitment costs based on champion. MOST starting champions cost 28 gildar with 10 charisma, but they can cost more if they have better equipment (Gara/Rilis/Jasper) or no equipment (Qayidd). Charisma 5
Re FFH2 - Rise from Erebus isn't bad either (better get that in before the hamster shows up) The easy way to make the ladscape interesting is to generate all the quest locations at the start of the game, including the high level ones. It is totally immersion breaking to suddenly see a cluster of castles appear (how come I never noticed them before - I've been walking round this field for ages and now a ruined castle has appeared) You might need to do somet
As it is a beta does that mean we need internet connection to play? (you mentioned that was due to it being easier to stage the versions)
Maybe its as simple as linking some bonuses to the terrain that is within the city e.g. Mine (lvl 1 city required) + X resources, but a 50% bonus if there are at least 5 hills in the cities area Mining camp (lvl 2 city required) +2X resources, but a 50% bonus if there at least 10 hills and +1 iron if at least 3 mountains Mining complex (lvl 3 city required) +3X resources, 50% bonus if at least 15 hills and +2 iron if at least 5 mountains. Similarly for
arent the tech trees supposed to be different?
An interesting thing to do would be to tag the web effect on the end of blink, so cooldown for 3 turns and you can't move either!
So in summary Obsevations - Power calculation does not bare much relation to real power - AI unit builds do a good jub of inflating their power rating, but a poor job of providing real power - Diplomacy seems to be based on power calculation (and as such is currently producing unsatisfactory results) - AI sends a stream of units which are easy to defeat, rather than a more concentrated invasion which would be harder Suggestions</
[quote who="Mystikmind" reply="5" id="2874576"]Lucky i wasn't drinking my coffee when i opened Vandenburg's link because the first thing i saw was change number 1 'fixed memory Leaks".... I would have spat my coffee all over the computer monitor!!!! [/quote] It didn't say fixed ALL memory leaks, They have fixed memory leaks. Those things must be tricky to pin down (CIV III still had memory leaks post final patch). I predict it will be number 1 change every time they find a
[quote who="Derek Paxton" reply="128" id="2872856"] Then these numbers are square rooted to: 37 36 34 31 28 24 20 14 Damage can never be more than half so those numbers are converted to: 37 36 34 31 30 30 30 30 [/quote] More than? presumably less than a minimum - and 30 isn't half of anything [quote who="Derek Paxton" reply="128" id="2872856"] <br /
Noticed someone request Spoiler tags on the forum, So to put it in the right place and to second the request This is my request also. If you are not familiar with spoiler tags text placed in spoiler tags is invisible until a button is pressed, so that you can include e.g. answers to a quiz. However it is useful where people are including XML extracts, so that we don't have to scroll past them and can follow the main arguement,
[quote who="impinc" reply="96" id="2865071"] Quoting RFHolloway, reply 95 Quoting impinc, reply 90I'd like to be able to spawn a quest from within a quest. Right now you can spawn a goodiehut, obviously, but not a quest. This would make it possible to have quests that are more than 1 level. It would allow us modders to make more epic quests. Without this ability, there's no way to ensure the next "act" of the quest shows up on the map.
it might be sufficient penalty for the equipment upgrade to take a season - (more if the equipment would normally add to unit training time like bows) It would also be good to be able to add further recruits back into a group where individuals have been killed - some form of averaging of experience would seem appropriate for that too. It may also be more balanced if some of the larger units took more time to train, perhaps an extra season or 2 for the larger units, that would
[quote who="impinc" reply="90" id="2864606"]I'd like to be able to spawn a quest from within a quest. Right now you can spawn a goodiehut, obviously, but not a quest. This would make it possible to have quests that are more than 1 level. It would allow us modders to make more epic quests. Without this ability, there's no way to ensure the next "act" of the quest shows up on the map. [/quote] can you not spawn a unique goodiehut that only has one quest and doesn'
[quote who="Werewindlefr" reply="34" id="2862378"] According to Mark Rosewater, who's one of the best game designers ever (WotC owe him a lot), those cards were among his biggest mistakes. And the lesson he got from it was: don't make cards that mess with the very core mechanics of the game. No amount of balancing can do anything with such a card, because it fundamentaly destroys the foundation on which Magic is built. And when the basics of a game break down, the whole game en
[quote who="tetleytea" reply="15" id="2861435"] You do realize that hexes are essentially rows of squares that are staggered? Hex = 6 sides. Square = 4 sides. So no, I guess I don't. [/quote] go back and have a look at the grid system in Atlantis that did a hex grid in a standard XY coordintes. Topologically equivalent for pathfinding, the number of sides is just the graphics.
What about if the soverign dies then the kingdom gets split between the children. Sometimes the kingdom transfers well (direct replacement by progeny of choice), Sometimes kind of well (sucessor is forced to kill/exile his siblings and thier progeny but retains the kingdom intact), Sometimes not at all well (some proportion of the cities and units go to rival progeny which is then at war) Then taking out the sovereign may produce some divided neigbours who wou
Unless heavenfall is joining the development team to add content
First let me say that this is a great post and I really mean that (in spite of what I am about to say). When something is up for debate people tend to tinker around the edges, rather than pushing the envelope. This post really questions the need for the use of techs in each area. That is a good service. However I like the techs as they are for Civilisation and Warfare - its a CIV vs Age of Empires design choice and I like the Civ style. They need a lot of work
[quote who="Yskonyn" reply="46" id="2846674"]xStarfirex I do agree as well. Some items of the world do seem detached. While there is nothing wrong with certains spawns due to research (Civ does this too) there has to be a balance between making the world desolate, but still keeping it interesting and suitably tactical. High level monsters are cool, but if they start to roam the map they can become a problem early on as we have seen in earlier builds of the
Every Frogboy needs a Derek. You need some strong completer finishers to keep all the creative types in check otherwise all their good ideas... what was I saying ... Oh yes Good work Derek
[quote quoting="post"] Here's what I think: - Attacking cities should require SIEGE tech. Walls should physically block units from attacking other units. They should have high-hp that is only reasonably broken by siege weapons or super-buffed units in the lategame -Outposts don't get walls. Your first city, starts as a level 2 city (15 pop) -Dexterity should increase combat and move speed for a slight amount (Maybe +1 for 3, or something like that)