[quote who="Ken Ihrig" reply="2" id="3401477"] This seems like a rather absurd hack to the game to prevent heroes from grouping. If they couldn't deal with it I would have thought they would have just limited a stack to one hero instead of doing really odd things with the XP. Thanks for the info! [/quote] I find it to be a very thematic solution. If you have two heroes, they only need to do half the work to dispatch there foe. They are only going t
GFireflyE
[quote who="joeball123" reply="9" id="3401472"]Primal, s/he's looking for a way to make the faction suffer a penalty when the faction's sovereign is defeated, not inflict a penalty on the faction that a sovereign surrenders to. There are a couple lines in ElementalDefs.XML that apply to sovereign revival, but they only reference the mana cost. There may be a way to force add a trait to a sovereign who loses a battle which applies a faction-wide unrest penalty and which goes
[quote who="Primal_Savage" reply="41" id="3395627"]I'm just baffled as to why the AI leaves lairs/monsters (and sometimes even treasures) untouched when it has the strength to obliterate them. [/quote] I don't mind it if AI leaves lairs alone...if the lair isn't bothering the AI's growth/strength....but if they need to kill off the monsters on the lair, they really should take the loot.
[quote] I don't like to start in poor location with low Grain/Production/Essence and need to press Ctrl+N many times I edited tiles for all resources that they all give at least some essence and made maximum number of tiles 10 instead of 9. Now I often have 4/3/3 tiles almost in every start. This also benefits AI greatly because they can't Ctrl+N and have better settling conditions in future. Important note: essence should not be too high or a player may enchant his ci
To date, I've always thought something fishy exists with the AI and surrendering. I don't play with surrenders as a result. Would love to though....but would need improvements to the system.
[quote who="BabbyLuring" reply="12" id="3401606"]To be fair, the title made it seem like there where more new stuff coming and people got excited which is understandable, though entirely our own fault and not Stardocks in anyway for us making the assumptions [/quote] It's called 'advertising'. The concept demands making the item you are selling appear more than what it is. ;)
[quote who="Primal_Savage" reply="90" id="3401664"]Anyone feel like asking... when!? [/quote] I'd rather SD take there time and get 1.4 as right as possible instead of the alternative of rushing and missing things.
drat....that would require me to play a game without mods. Since the deviation SD made by not including snaking, I haven't played a game without at least some mods... The graphic glitch I experience does not happen that often...nor is it consistent. Loading the save would not guarentee the glitch on the same turn.
Parrotmath has put together several 'temp' fixes on 1.2 and 1.3: Have they been addressed for the 1.4 release? 1) AI units with no weapons: https://forums.elementalgame.com/446290/page/1 Have weapons been added for all the units listed? (so that I don't need this mod anymore) 2) MAUL DEBUFF CHANGE: https://forums.elementalgame.com/4448
iOS? Yuck.
[quote who="Sanati" reply="8" id="3398422"]Hard to say because I've also boosted yields of resources a little, mostly essence, increased resource density a bit, and removed the 9 total yield cap. Most settle-able locations on my maps are pretty good, and they aren't that uncommon, so most AI cities tend to be built on decent yields. Hasn't really changed the number of cities that much, it might be a little lower but that just means the AI builds more outposts, so I don't think
wow. tough crowd. Nothing wrong with a repost. However, adding a little spice to the DLCs would have definately attracted more purchases from those on the fringe.
They are there to tease. XD
[quote quoting="post"] * Reduce hammers - these are by and large the default go to weapon. I don't know if they need a lower initiative.... or only let them either: bash or knock prone but not both - but they are hideously powerful and it is difficult to want to play any other weapon if the AI is ahead of you..... [/quote] I've played with the Crushing Blow ability, reducing it's effect from 200% damage down to 150% damage. I find it to be a much bett
[quote who="Primal_Savage" reply="9" id="3400126"] Quoting Crastiloowa, reply 5 Do the AIs use the modded rates, or do they still just use the base rates? O.k. Did some further test. While the ability to change the tax rate is not hardcoded, the ability to use them seems to be. The AI will use: Quoting GFireflyE, reply 6 This was my concern as well when I was tweaking the tax
[quote who="parrottmath" reply="55" id="3400167"]I would like a notification when I visit a quest location of a quest that I already have cued to do. I.e. if I'm on "Kill the rats quest" and I visit an inn with the "Kill the rats quest", then I would like a notification saying that "Hey you are already on this quest!", or maybe more game feel, "The inn keeper greets you and says, 'looks like you already have some things to do. Go ahead and finish that and I'll give you
[quote who="Illauna" reply="7" id="3399690"]Snaking can be very useful for making more city plots near you available. Once you extend your borders out 5 squares from the center there is a chance you will make a plot fertile enough to plant a city down. This is another reason to pump up your zoc on your cities. [/quote] I actually don't like that aspect of the game. Often when it happens, really crappy locations are the result and the AI likes moving in and settling....<
[quote who="sjaminei" reply="22" id="3399628"] Quoting GFireflyE, reply 21 For me, I'm just tired of the AI choosing 1/5/0 locations to settle on when there are 2/3/2 locations RIGHT beside. Haha, up your difficulty mate. When it is high it doesn't matter if it's 1 Grain, they will somehow get it up to lvl 5 anyways before your first lvl 5. (and when you capture that crap location, it will be lvl 5 with tons of goodies in it, so the til
[quote who="Sanati" reply="56" id="3399638"] Have a unit's wages increase by like 10% per level. I think this change is already necessary, wages are currently pretty meaningless especially if you focus on fewer high power units which is already an easy and valid tactic by farming endless monster spawns. An elite and highly experienced unit should cost a lot more than a unit fresh out of the training yard. [/quote] Very interesting. I also think very relevant. Curre
[quote who="sjaminei" reply="20" id="3399548"]Hmm.. maybe I need to experiment more in the elementaldefs file. I want big maps with few spots to settle. Any way to add materials/grain to the land to make them show? The bloom spells are just making desert etc. into land right? I would love a high mana cost spell that added +2 Grain + 2 Materials for instance to one tile. [/quote] For me, I'm just tired of the AI choosing 1/5/0 locations to settle on when
Update 3 Got that graphics error again. The whole screen goes all messed up with colors, shapes, etc. I'm kinda hoping it's that 'forest artifact' thingy that you've fixed, but if it's not here's the debug + save: https://www.dropbox.com/s/9q01pwni6n7dinz/debug%20-%20video%20error%20again%20-%20graphics%20go%20all
[quote who="parrottmath" reply="18" id="3399494"] Quoting GFireflyE, reply 17 This appears to be a good thread to ask this question in: For those with experience, by increasing the minimum yield requirement from 6 to X, what is the result? Will all the locations simply have more yield? Or will there be less locations revealed for settling because only those that meet the X requirement are revealed? Thanks! Somebody
This appears to be a good thread to ask this question in: For those with experience, by increasing the minimum yield requirement from 6 to X, what is the result? Will all the locations simply have more yield? Or will there be less locations revealed for settling because only those that meet the X requirement are revealed? Thanks!
[quote who="parrottmath" reply="47" id="3399450"] Tech updates now merge if the internal name matches (for modders). ...and there was much rejoicing. Thank you Stardock. [/quote] I'll be honest. I have no idea what this one means. What does this one mean? Also, small item: The Fiery Wraith seems to have quite the loud sound effect when you select it. Recommed reducing it's volume a smidge. Another