mqpiffle

mqpiffle

Joined Member # 4257179
111 Posts 1,891 Replies 4,170 Reputation

Among other things which have oft been mentioned: 1. Complete overhaul of diplomacy, including choices, AI, and UI. 2. Complete overhaul of the taxation system. In fact I would rather it disappear entirely. 3. Complete overhaul of city levels 2 - 5. I should want to build tall cities, in balance with more cities. 4. More tactical options : Allow us to somehow decide where units will be placed on the tactical map; tiles types having an effect on atta

221 Replies 588,650 Views

9) You cannot place items in a unit's inventory or equip items with spells. 10) I see no reason this shouldn't work. For testing purposes I would unhide the UnitStat and make it so it shows up in the unit details screen so you can visually verify whether it's working or not. Just make an xml file and add this code to it: 0</Hidden&gt

14 Replies 7,649 Views

I would get rid of the tax slider altogether. Unrest should affect gildar income like it affects research and production. Then adjust unrest rates such that it's almost impossible to get unrest = 0 (I also like the unrest per city idea personally.) Then rebalance research and production rates if necessary.

12 Replies 11,441 Views

[quote who="Frogboy" reply="11" id="3306534"]For FE, I like a lot of these ideas. In the upcoming expansion, the "Faction prestige" thing is going away. Instead, city growth will depend entirely on available food and unrest. The more cities you have, the more unrest you get. [/quote] Excellent.

40 Replies 112,076 Views

I would say pay the population cost when founding a new city - not when building the pioneer. I would also suggest making city level ups more meaningful, carefully considering the diversity and impact of the available choices, especially levels 3, 4, and 5. Right now when I play I don't even consider going 'tall.' It's just not worth the investment in infrastructure - more cities early on is always better for research, gold, production queues, et

82 Replies 257,012 Views

[quote who="Heavenfall" reply="5" id="3305890"] However a unit with 0 moves will pass its action if the AI is playing it (even an archer unit).[/quote] This isn't always true. I've used Root and the AI will still attack most (I would say) of the time. But sometimes it will just pass its turn even though it can act.

14 Replies 7,649 Views

[quote who="Heavenfall" reply="2" id="3305868"]Like AutoDefend in Corespells.xml try 1 1 [/quote] So that's what does.

14 Replies 7,649 Views

[quote who="NaytchSG" reply="112" id="3305496"]Are you planning to lift the summoning limit so a "Summoner" can do 2 units at Summoner 1, 3 at Summoner 3 etc.?[/quote] I haven't looked into it yet, but I suspect I can't do something like that. [quote who="NaytchSG" reply="112" id="3305496"]And I can PM you a list of summoning spells (5 or 6 each magic realm) I came up with if you are interested in beefing up summoning as part of ROTM. [/quote] Sure I can always

169 Replies 442,392 Views

1) No. 2) No. Not possible to change the the graphics of an existing unit. No polymorphing or shapeshifting possible atm. 3) 2 is the only thing that will work for what you are trying to do. You can't both activate the ability and make a melee attack during the same combat round. You also don't need this line: WaspStance Setting to 0 is enough. Also remov

14 Replies 7,649 Views

[quote who="Frogboy" reply="73" id="3305739"] Quoting mqpiffle, reply 65 Quoting Frogboy, reply 39+ Fixed but that caused AI to disproportionately choose the first level up perk (like Assassin) Does this mean they will choose a random trait at level up, or will the AI pseudo-intelligently choose a trait based on certain conditions? It's not super intelligent about it. I weight the choice based on the unit's equipment and stats.[/quote] I would t

104 Replies 189,957 Views

It's really not an issue. SD has supplied us with a lot of cheat codes for testing stuff in an efficient manner.

12 Replies 6,975 Views

[quote who="Frogboy" reply="39" id="3305174"]+ Fixed but that caused AI to disproportionately choose the first level up perk (like Assassin)[/quote] Does this mean they will choose a random trait at level up, or will the AI pseudo-intelligently choose a trait based on certain conditions?

104 Replies 189,957 Views

[quote who="NaytchSG" reply="110" id="3305057"] Quoting mqpiffle, reply 109If y'all are interested, here's a download link for the next build I'm working on. This build is focused on balancing the spells (again) because the new Elementalist abilities blow the old damage numbers through the roof. With the new changes coming into place, it will take significant investment in magic to be a strong damage-dealing caster. I really need feedback on these changes.<b

169 Replies 442,392 Views

I agree that the gold cost is the wrong way to go, but why would it take 20 - 30 pop to build an outpost? I know - it's a meta-game thing - but why ? I personally like the Civ 5 solution of halting population growth in the city while training pioneers(settlers). [quote who="Rhaegor" reply="46" id="3305241"]I would support this as well. Anything to reduce pioneer spam. Hell, anything to reduce city spam in general. I hate having a ton of cities, but there is n

104 Replies 189,957 Views

What we have is and . I haven't tried using this since WoM, but I know earlier versions of Storm used it in FE. I don't know what the results would be if MinValue > MaxValue. Not sure if it even works anymore.

2 Replies 2,826 Views

[quote who="Frogboy" reply="28" id="3304369"] Quoting mqpiffle, reply 7Just curious - have you addressed the AI sovereigns/champions always choosing Assassin Path at level 4 issue with these changes? I fixed this this afternoon. Though it's only on my machine right now. It'll be part of 1.2.[/quote] Thanks [e digicons]:frogboy:[/e] boy!

104 Replies 189,957 Views

[quote who="baddl" reply="1" id="3303439"]An improvement lost because the controlling outpost was reattached to a newly founded city which was closer than the one originally building it.[/quote] Not exactly sure what you mean by this statement. But as a side note, resources aren't 'controlled' by outposts, they are automatically attributed to the nearest city, regardless to which city the nearest outpost is attributed.

3 Replies 4,336 Views

The is no global def for this afaik. I think you would have to make an attack boost ability, and give it to all blood lines or something similar.

2 Replies 2,426 Views