I already did. Never heard back.
Glazunov1
I'd agree with Harpo: whenever possible, buy from the source, so they get all the proceeds.
[quote who="Jafo" reply="38" id="3283758"] Dracula - What was the last book you read? Did Dracula answer you?[/quote] Ninja'd. Damn. I read Dracula a number of years ago, and found it (not surprisingly, given where and when it was written) very Edwardian in some respects. There's the whole "fallen woman because she's woman" angle--as though Mina was somehow the guilty party when Dracula bit her; and there
[quote quoting="post"] Over the coming months, we plan to put a lot of time working with modders to make it easier and more robust to create more world changing mods. [/quote] I await that with eagerness. Good luck!
[quote who="Tuidjy" reply="16" id="3283466"] Quoting Glazunov1, reply 15Yep. That's the problem: there really aren't any choices. Unfortunately, true for towns and mostly true for fortresses All town choices are no-brainers [3] Guild Grocer: 10% to everyone's hit points. [4] Governor Mansion: +1 production per material everywhere [5] Guild tribunal: +2 production per material everywhere For fortresses <br
No, they're probably thinking, [b]#($*?!! [i]you[/i], Steam, $$*&!?!! [i]you[/i]![/b]
[quote who="stax77" reply="38" id="3283577"] Quoting Glazunov1, reply 35There's enough space on medium maps, and certainly on large ones. The AI gets the same starting conditions. You can check this out yourself with the cheats, revealing the map, and/or switching players. That the AI does not get the same starting conditions and that there isn't enough room for them to be the same are actually Brad's words. My own contribution to the debate was only th
[quote who="Tuidjy" reply="32" id="3283450"]I know that on higher difficulties the monsters have it for the player a lot more than for the AI. I think that on Challenging, the monsters treat players and the AIs the same way, barring bugs. I also know that as late as 1.00 there were monsters who considered themselves allied to AIs (could use their roads) but that comes under 'bugs'.[/quote] I agree, and this part doesn't bother me.
[quote who="Alstein" reply="14" id="3283381"]Never knew City Grocer was for all units, though it was for city only. City Grocer is now a no-brainer. Pretty much all upgrades are no-brainer choices outside of very specific situations. [/quote] Yep. That's the problem: there really aren't any choices. There's one choice that's good, and the rest don't come anywhere near being as good--much less distinctive
[quote who="Emperor_Nero" reply="5" id="3283406"] I am not the biggest fan of the Hyborean Cycle, it feels kind of like Cthulhu vs. Sauron at times in the way that Smith forms the stories around his iron age kingdom.[/quote] I tend to prefer his more ironic tales set in the same universe, and others like it. At such times he reads a lot like a proto-Leiber, if you know what I mean. And I suspect you do. [quote]I just enjoy how Lov
Old problem. I really hope they get it fixed.
Well, and so would I, or at least, I'd like to see Seanw's modular idea resurface. That way, you could use sections of his mod, such as his building and city advancement changes, on their own, integrated with Stormworld. ...Though I'd dearly love to organize a quest that let you choose one of two sides in a battle, both naturally enemies of yours, along the lines of Seanw's units, with some of Heavenfall's fantasy creations. And then afte
[quote who="Emperor_Nero" reply="2" id="3283370"] Quoting Glazunov1, reply 1You might want to give Algernon Blackwood a go. Lovecraft referred to his The Willows as "the finest weird story I've ever read," and Blackwood preceded Lovecraft by a couple of generations. Most of Blackwood's short stories are in the genre. I've read a lot of Mr. Blackwood as well as a lot of Dunsany, another huge Lovecraft influence. I've studied Lovecra
You might want to give Algernon Blackwood a go. Lovecraft referred to his The Willows as "the finest weird story I've ever read," and Blackwood preceded Lovecraft by a couple of generations. Most of Blackwood's short stories are in the genre.
[quote who="Kalin" reply="5" id="3283024"]The potential traits are actually very powerful when stacked, don't under estimate them. It's the only way to get to very high levels.[/quote] I'm not talking power, and nothing I wrote above made reference to that. I'm talking flavor. :) The Lethals give you the sense of a champion getting better with a specific skill. The spellbook advances grant your mages new spells that tailor their reactions in battle
True. The whole thing was obviously gamed from the start, a preplanned selection of moves that has the sovereign going out alone or in the company of beasts, elementals, etc. It becomes less a game at that point than an orchestrated ode to oneself. Not really a bug, in that sense. More like exploiting cheese.
[quote]125 dodge, 270 spell resist. (hero was level 70 btw, I got bored since it was only crap skills to pick)[/quote] So why did you continue to play all that time if all you were doing was exploiting a hole in the game? Nothing better to do? Post it under bugs. That's where this belongs.
http://tindeck.com/listen/wcmz This is one of my personal favorites. It dates from around 1470-1500, so fairly late along in the Renaissance, and was part of a compilation of music from the Burgundy region of what is now France. Lots of musical experimentation going on at that court at the time, with all sorts of strange complexities, unusual time signatures, and curious harmonies. This piece deliberately go
[quote who="Heavenfall" reply="1" id="3283269"]Do you mean the power rating? No idea.[/quote] Yes, exactly. It seems odd in the way it figures things, and clearly there's a lot going into it which I'm unaware of. Logically, if you want to play well against other players, it helps to know what the rules are that determine your place in the pecking order; several different games might be made by revising these numbers. And it's not a bad idea
[video]https://www.youtube.com/watch?v=hEI_Sce2OgA&feature=related[/video] This song is by Guillaume Dufay, and has been dated on strong evidence to 1426, when Dufay left a post with the Laon Cathedral choir in France, to serve in the Italian States, in the Bologna Cathedral . Its melody is expressive of sadness in a way that's much closer to contemporary folk tradition, than the religious one of the period. Dufay wrote excel
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I've been looking through various XML files without luck to see how these numbers are determined, and whether they're modable. As anybody else had any success? Right now, I'm not even sure about everything that figures into it--despite having played FE through many months of betas and final code--and what percentage each contributes to the game rating.
Try setting up a non-aggression (ie, move freely inside one another's territory whether you like it or not) treaty, and the visit the AI's territory. Literally every time I've gotten inside, I've watched the AI lose units, outposts, and cities to wandering monsters. Not on every turn--but then, the wandering monsters on my territory don't attack me on every turn, either. But sooner or later, it's Rodan faces Tokyo, only without the motion picture came
I just don't understand the value of the Slums. Instead of giving you something, it gives you the chance to advance more quickly to the city level. It's a city equivalent of those "15% experience" etc traits for champions that I heartily dislike, and for the same reason. There's no character to them, nothing distinctive.
The AI's problem is that it doesn't know enough to avoid lairs when it sets down cities and outposts. This sets monsters to wandering, and their behaviors aren't identical. I've gone around AI cities several times, and in most cases the monsters have eventually attacked those cities. Just because you don't see it happening doesn't mean the AI gets a free ride. A few games back it was even funny: the AI had set up an outpost with two lairs inside