well, i don't know the system for upgrading them lol so i feel im reinventing the wheel. Perhaps we need to figure out a better way of sharing info. Otherwise i'm going to be asking a lot of silly questions.
Glowing_Ember
[quote who="coyote303" reply="19" id="3278872"] I like the frequent, incremental updates. In fact, the thing I hate most is to hear a developer say "yes we are aware of game-breaking bug xyz, and it will be fixed in our next update sometime next month or the month after." [/quote] Hehe. Pools of Radiance: Ruins of myth dranor. Unistall ==> Oops sorry we reformatted your hard drive. WORST BUG EVER.
Well, you really need to balance how much a performance increase/ content increase/ bug squashing is done per release, as you already know. The changes that you have made since version 1 have made a huge difference in the smoothness of gameplay. You created the engine from scratch and now your getting a chance to really flex your muscles with it. There are going to be bumps in road and things you didn't originally think about that now come to your attention. I will again tou
I love the rapid updates - i especially love he littel things as well. I can't tell you how much i appreciate having the spells cast on the wrold map give you some feedback.
to continue, i'm breaking this up to seperate ideas: so i am thinking all i would need to do is have an xml with this info, while replacing the items with boolean logic to check what the most up to date equipment is for that piece. Shortbow_Crude <sp
I've been looking at the city milita code block and I was wonder how you would go about adding boolean logic to check what the most up to date unlocked tech was for the unit. Here is the complete code block in question for reference.I beleive all i need is the reference name to override the core file code [code="xml"]<
what about a percentage chance to have a "bash affect" hit the unit when they walk onto the tile ? you just make the floating text say something like "OMG I slipped" or "Who put that banana peel pile on the battlefield?"
yeah, and they had an odd shape for a bow too. (lower grip)
Interesting i will have a look at this thread thank you. Can we get the main thread on the topic stickied please?
ty, i didn't think of looking at individual race units. Duh.
Hmm last few games i built it i had no maintenance cost. Although that was before the last update or two. They are supposed to be zero maintenance units.
lol, i kept looking closely at the picture to see if the pony was actually named xia lol
I'm looking for the stats of the summoned units so i can change them.
'I am a member of an AI Test Army!' Don't recruit me, I'm an AI Test Unit Ha ha dev humour... grumble grumble... but seriously. Can anyone please point me in the right direction - I am having trouble locating it. City defense summons. <span style="color: #0
It's one of the core designs goals of the game as stated by the devs. The behaviour you have mentioned are all bugs, except for less monster attack on higher levels. BUT there is bugs with the monster attack as well. please stay on topic.
perhaps th edev's could run a few test games where settlements have to wait 2 turns before they can start producing anything. It is possible the immmortal pioneer unit is actually an immediately rushed one. But i believe people have reported this behaviour with outposts as well.
Sigh since you necroe'd the thread, assassin demons are spawned by the dark wizard.
Stamps are patches of land used by the random map generator to create maps to play on. The more stamps, the greater variety of gameplay to be had in the game. Stamps are special because they can have resources, or special mini scenarios or any situation you care to script into it.
This is in fact a bug, that ai is supposed to play by the same rules as the player. There is supposed to be 5 turns of grace before you can raze a settlement.
There has just been no word on tracking it down. That's what i am asking about.
This is becoming a great turn off for me.
hmm i would imagine the wealthy trait, for a gold influx to pay for treaties. once you have some basic treaties and a reasonable military they won't attack you. You could get more influence from your three towns. Lets say you grabbed military tech up to archery and then stopped, switching to civ. You wouldn't need any crystal or metal - you can trade it away for major gifts, you pump it all back into treaties and then you win.
Still looking forward to that pet project froggy boy .
To be clear, you do not lose research when you trade it away. What you have are units for trading knowledge between players. Instead of trading a specific tech for another specific from another player, what you are trading are special technology units. Every time you unlock a tech through researchm you gain a few trading units. Civ tech gives you civ trading units, military tech gives you military trading units, magic research gives you magic trading units
I really like franknfurter's suggestion and even better, it fits with the lore. The Magic that created the resoln sovereign is the result of a bond between the sovereign and the rest of the faction. It's web like bond (like a spider's web) with her at the centre. She can use this bond to boost all her army with one casting of a spell. so haste becomes mass haste through the use of this bond. (i was eventually planning on creating a resoln faction mod, i'v