[quote who="yankeefox" reply="50" id="3221971"] Quoting Glazunov1, reply 49 You mean, selecting a building to add to a city, but it doesn't show up when you hover over the city tiles for manual placement? And the only way you can get it in queue is to auto-build, by double-clicking on it? That happens regularly to me in each game, with about a third of the buildings. When I click on one of the others and hover over the c
Glazunov1
[quote who="Frogboy" reply="40" id="3220620"] A major bug in my view would be saved game corruption, 3D models missing, repeatable crashing, etc. [/quote] You mean, selecting a building to add to a city, but it doesn't show up when you hover over the city tiles for manual placement? And the only way you can get it in queue is to auto-build, by double-clicking on it? That happens regularly to me in each game, with about a
Known bug for the last several beta releases. As the next beta is supposed to do a lot of bug cleanup, I suspect this particular annoyance will vanish. I really don't like having to kill something, quit, and reload, or watch it regain HPs from 0 if the game's left alone.
[quote who="Tibor2000" reply="6" id="3176957"]Not that I don't agree with everyone, because I do, but to be the devils advocate: Shouldn't you be managing your outposts? Isn't finding them part of the challenge of the game? (don't flame me, I agree with you, i'm just being the opposing view here )[/quote] The problem is scanning every outpost, every single turn. On a large map, where the human player has to spam outposts j
Click on the arrows to the right of "Details" on the city bar at the bottom of the screen. Choose "Rename."
[quote who="seanw3" reply="55" id="3221268"]Poisons stack like this: Poison: 1 damage per turn Poison1: 2-6 damage per turn Poison2: 4-8 damage per turn Poison3: 6-12 damage per turn That stacks to 13-26 damage, not factoring crit chance. Then you haste them...[/quote] Really. I never knew. Well, duh, as my wife would say. [quote]When I get to my Path Mod, Assassins will have poison dama
[quote quoting="post"] Shrink is a very powerful spell. Most of the battles against the most powerful monsters, slags, dragons, etc., become trivial when they are shrunk. [/quote] Shrink is also resistable. I've cast it many times without success. Worse still, having your primary caster unsuccessfully try Shrink means they've lost a turn casting something that could have been more effective.
Essence is simply something just about every city should have. In the current build, it's vital to any city. I wouldn't suggest building on a square that didn't essence unless you can find the rare 5/2 or 3/5, in which case you've got a town in the first case, and a fortress in the second. Essence, though, can raise those city stats. While a building will give you an early essence boost, having it there already simply means that many more spells you can
Fire Tier 1: Burning hands: Works well against enemies that are especially susceptible to fire. Early in the game, this can be useful, but later on, Burning Blade on a good, strong weapon with a decent crit is better. Candlecloak: I've never used this. Protection from fire: Good, serviceable spell when cast very early in a battle. Fire Tier 2: Burning blade: I always put this on my foremost melee champion, and
[quote who="seanw3" reply="51" id="3221089"]In the late game (~300) one lair mites can produce 10 armies of company strength mites...[/quote] I hope they all take up residence inside your shorts. [quote]Also, anyone tried specializing in poisons and air magic? You can really lay waste to units if you haste your enemy after you have poisoned them. I forgot to mention that change to spell targeting, but any unit can have Slow or Ha
Earth tier 1: Enchanted hammers: A great boost in the early game, and worth continuing throughout. Lower land/raise land: I rarely use this, though as an old SMAC player, I can understand the strategic value of terraforming. It would certainly be a lot more final to lower all the land around the edges of a rival's territory, instead of setting up outposts for them to ignore. Nature's cloak: Excellent boost. Very useful even in the early game agai
[quote who="seanw3" reply="49" id="3220841"] Quoting Glazunov1, reply 48While I understand the reasons for mite proliferation, I think matters are a bit too extreme, now. I'm literally doing almost nothing for a long period of time except mite eradication. And then, of course, once the source has been destroyed, another pops up a few doors down the block, churning out more mite armies with ease. I've given up battling them, and resorted to auto-resolution, but i
Thanks. While I understand the reasons for mite proliferation, I think matters are a bit too extreme, now. I'm literally doing almost nothing for a long period of time except mite eradication. And then, of course, once the source has been destroyed, another pops up a few doors down the block, churning out more mite armies with ease. I've given up battling them, and resorted to auto-resolution, but it still seems like a roadblock in the way of p
[quote who="seanw3" reply="45" id="3220754"]v1.952.005 has a better level progression. Missing a digit can really screw things up. [/quote] The link at the top of the page is supposedly for .005, but it actually links to a file labeled .004.
I do want to get a computer at some point in the next year (probably a year away) that has 64-bit capability. That's not an issue. The question for me is, what advantages does Win7 offer over WinXP that go beyond a few apps that I already own separately? Can Win7 manage memory better than WinXP? Can it handle more RAM than WinXP? Can it do serious, deep things that WinXP can't? Or is it largely a case of a few free programs, a prettier taskbar, and
[quote who="seanw3" reply="39" id="3220580"]On another note, are people seeing alot of enemy factions getting killed? I don't know how Kraxis could have died on turn one.[/quote] I'm not seeing it yet, but I also don't start up and abandon many games. Can you give the AI leaders 50+ HPs for 5 turns, then do a check for HPs and take it away if above a certain amount? By the way, I also noticed the inappropriate spawning of ruffian
[quote who="seanw3" reply="36" id="3220563"]I was unclear. There are three factors for XP and leveling. The amount of XP from killing is unchanged since .001. The other two functions are how much XP is needed to level. I can increase it by multiplying: 10XP to get to level two from level one with a 1.5 multiplier means it would take 15XP more to get to level 3. That is a total of 25XP. The Exponential function allows me to add in a quadratic variable so that that later levels take extreme amo
[quote who="Twilight_Storm" reply="61" id="3220243"]I am assuming you aren't including things like Minesweeper or Chip's Challenge?(Actually, maybe that one counts...)[/quote] You are correct.
[quote who="Kongdej" reply="3" id="3220537"] Quoting Glazunov1, reply 2Quoting Kongdej, reply 1Chance to stun all the enemies, but "wastes" your turn... Or gives 23 gold when sold Sincerely ~ Kongdej Yes, 23 gold. A princely sum for such a rare and powerful artifact. I dunno, I just sell it Sincerely ~ Kongdej[/quote] What? And sacrifice all that music? :D
[quote who="salikgyula" reply="34" id="3220517"]I am playing on expert, on default monster density settings (dunno which). There are turns, where i am attacked 5-6 times, with medium strong monster armies. i got only 5-7 XP. Now i tried +15 % XP trait, +25% another trait, +25% XP spell. With all of them now 10-12 XP/battle. I know why you want slower hero leveling, but it will be too slow for me with the 003 settings. Now it is OK.[/quote] This is too slow, for me. 
[quote who="seanw3" reply="6" id="3220480"]Ya, but moving once into the FoW will load all explored lands into the game. Not a huge deal for me and if it is doing to make loading faster, please don't change it. If it is just a bug, go ahead.[/quote] Perhaps they can just load the symbols, with moused-over tooltips for each. Or do this on the cloth map, to save RAM.
[quote who="seanw3" reply="31" id="3220458"]Good feedback. I am all tied up at the moment, so I can't test out the leveling. Nice to know it is taking longer. My goal is to have level 20 heroes by the endgame. If we are doing level 7 at that point, I will lower the E=3.20 to E=2.95. E is the exponent in the level equation. It's hard to calculate because we don't current have the whole equation. I am just guessing on how it will work. [/quote] I suspect
[quote who="Kongdej" reply="3" id="3220441"] That screenshots says it quite explicitly. [/quote] Yes, it does. If Stardock fears monolith spam, let them just turn off creating monoliths outside the visible range of any troops. But let us keep visible the resources we've already mapped. It seems to me to make sense.
[quote who="salikgyula" reply="28" id="3220451"]I am playing Pariden with 002 mod, and there is a slow sovereign level up already. I dint apply mod 003 becouse of this. ( I am near the end game and level 6-7 still).[/quote] What overall difficulty level and monster density are you using, if you don't mind me asking? If it's slowed down between the last mod version and this one, and the endgame has Pariden's sovereign at only level 7, I would hope your