Update. Just finished a game with over 600 Metal in the hold....even with the rarity of Iron Ore and Crystal Crag reduced to 250 each. The good news is the Crystal supply worked out very well. I had to work it to get to 150 crystal....and had to do some trades along the way to boot. Hopefully Iron Ore will end up at this point as well. So, to continue with the mods, SD has graciously reduced the Foundry to +3 metal instead of +4 as well as reduced the Ironworks ot +6 from +8.
GFireflyE
[quote who="parrottmath" reply="7" id="3375907"]If it were 25% chance of getting 5 xp while sitting in a city, would not defeat their intended purpose of forcing you to do hero things. Currently doing hero things become managing the lairs to get a good amount of XP, I find it is better not to remove a large number of lairs around my cities, instead I harvest them for XP, and this has worked quite nicely. Should it not be that one should clear these lairs from the creatures within to protect y
[quote who="jonasadolphson" reply="41" id="3375714"] ... [/quote] Excellant...one less thing to mod. [e digicons]:ninja:[/e]
[quote who="Frogboy" reply="26" id="3373836"]I've written on this topic recently: http://www.littletinyfrogs.com/article/445624/Climate_modeling_continues_to_fail I fall into the skeptic camp. I've been following this debate since I was in college (now over 20 years ago). For all the smugness I've witnessed on the issue, I continue to be astounded that no one seems to remember that very specific predictions have been made over the past 2 dec
[e digicons]:omg:[/e] you planning on doing a 1.2 Let's Play ? I'd love to see new AI and balance changes.
[quote who="parrottmath" reply="5" id="3375842"]tjashen is correct, it's been reported and hasn't been fixed. I for one don't think they need to fix the 25% chance to get XP, but an increase to the XP would be better in general. If they were to fix the 25% then they should up the XP given to around 5. [/quote] lolz. Which completely defeats there intended purpose. I'm on side with tjashen. Next game I play will include his mod as I've always fo
Just thinking out loud here as I should definately mention this, but I did have Parrotmath's Armor Mod active. Not sure if the mod is at fault cause the Archer defenders show up, but the militia defenders don't...
I really like the idea of Turn thresholds. For example, at turns 200 and 400, major events that press a storyarc occur, applying pressure to the player to address the issues that arise.
[quote who="merlinme" reply="26" id="3375793"]One possibility I was wondering about with Tame is to only make it work on beasts which are equal to or lower level than the caster. That would still make it useful, just not quite so overpowered at the start of the game. [/quote] Another VERY interesting idea! It could follow to reason then that there could be traits that improve the tame level above the casters....in a Druid trait tree. XD
Indeed. I thought this is already being done. There is a multiplier into how much damage is done as per the number of troops there are in the unit. Likewise, when you produce a unit with more troop, the associated costs increase as a multiplier of the number of troops in the unit. It's why the 4 stack of mages is sooooo powerful when equiped with glyph stones out of a Fortress with Heart of Fire enchant.
City Improvements, even including the city level ups, are all replacement effects. Hero traits are all stacking effects. It's just the way it is...though and easy solution would be to simply rename all the trait descriptions as if a replacement effect were happening. (which would get my vote!) I don't mind that it's there, and actually like being reminded as to the aspects of that particular improvement upgrade...what you had before and what you're getting after. More
[quote who="Darxim" reply="24" id="3375662"]For Tame, I think the mana cost should be increased, and a casting time of 1 should be added. I also think that the cooldown should be reduced to 5 turns, because I've spent many a dull combat waiting for it to cooldown so I can tame all the beasts. The cooldown reduction could be further justification for the mana cost and casting time increases. I don't like the idea of reducing the chance of success. I think there&
[quote who="Earth Force Captain" reply="1" id="3375673"]Re: Update 2. I've had the exact same thing happen with the great big sword from the rampaging Juggernaut whose name escapes me. [/quote] The escaped Juggernaut? XD yeah....I know who you're talking about.
[quote who="Nechaef" reply="39" id="3375694"]It's a pity about the changed taxing system, I don't like that at all. I play easy relaxed sandbox style games and this change broke my economy. [/quote] Sorry. XD ... but you're statement in and of itself means that the new tax system is working precisely the way it was meant to. Could someone do me a favor and post the changed tax system? I'd love to see SD's change. (and I don't h
[quote who="parrottmath" reply="21" id="3375607"] Quoting GFireflyE, reply 20 to remove the experience of the creature tamed from the combat experience being handed out? Oddly enough this was added in because people complained about not getting experience for defeating these individuals using this ability. I do believe it is not possible to mod in the game. There are other ways of making the Beastlord ability less powerful. But remember that when i
Good Morning again So, I'm finally getting around to a game where I have access to trying out your Sion mod...I see the Celerity Sion and the Vigor Sion in the tech tree....completed. But when I go to my city to train them....no dice. Am I missing an prereqs that I am unaware of? Could this be conflicting with another mod that I'm running? (like perhaps the Necromancer Mod?)
Good Morning So, I'm no where near the Asag, but despite this fact, I see Morian coming with his EPIC force towards one of my cities. I prepare by packing it full of troops and sure enough Morian attacks! BUT there is a catch! He's a NO SHOW. All other units from his force show but not Morian himself. Ummm.... Update: And I am victorious in the combat! and the people cheer! and I get all of Morian's STUFF without him fighting!! Woot! Woot! Upd
Good Morning City of Limiiue (See attached save) is about to be attacked (at least it was the last 3 times I've reloaded). There are two city milita in the city, but upon the next turn, the city is razed without any combat occuring. https://www.dropbox.com/s/uits15g1nis1qky/BUG%20Defenders%20Dont%20Defend%20Lumiiu.EleSav <a href="https://www.dropbox.com/s/6
Good Morning Perhaps it's just uniquely in my games, but I really find that the AI does not do much in the realm of settling new cities....EVER. I know AI city settling was dialed back so that the game doesn't become a settler-spam war, but I think it's gone too far the other way. AI is stifling themselves by not building at VERY obvious settle locations. Not sure what/how the AI is governed when it comes to city settling, but I propose that the AI take
Concerning the Beastlord ability. It seems to be quite powerful. In an attempt to balance this, is it possible to have the Tame Ability changed (I suppose modded to start) to remove the experience of the creature tamed from the combat experience being handed out? I think the ability will still be quite powerful as the creatures you aquire should still easily make up any difference there may be from having your sovereign level at a slower pace. As a side note: The Beat Collar ite
Good Morning 13) Beginning of epsiode 11 you are still wondering why you cannot make an alliance with Capitar. I think you need to be of 'close' relationship status in order to offer this treaty type. Would be nice if that was descibed in the treaty details. 14) You mentioned that the AI doesn't focus on building improvements that reduce unrest, like the Belltower. I mentioned the very same in the AI thread a short while back thinking that the AI is really be
[quote who="Dhuran" reply="46" id="3375275"] Quoting GFireflyE, reply 45 Good Morning Playing with your mod and have a couple of inquiries: 1) You mention that the Spectre unit is available with Sorcery tech. I see it in the tech tree as an icon. I do not see it for construction anywhere. I can't cast it with my sovereign. Are there any other prereqs that I am unaware of? 2) The first time I cast Skeletal Horde
[quote who="Brainjuggler" reply="12" id="3375335"]crystal vs metal: the arcane gear has better offense but almost no defense until you get champion's armor at the very end of the tree. [/quote] correct. The magical tree relies on dodge to get you through it....spells and otherwise.
Good Morning Playing with your mod and have a couple of inquiries: 1) You mention that the Spectre unit is available with Sorcery tech. I see it in the tech tree as an icon. I do not see it for construction anywhere. I can't cast it with my sovereign. Are there any other prereqs that I am unaware of? 2) The first time I cast Skeletal Horde in tactical combat. I have 107 mana. The spell costs 45 mana according to the tooltip. After casting, I have -10 man
[quote who="merlinme" reply="18" id="3374984"] 5) Mauling a prone unit should not be a certain kill. Apart from anything else, it makes bears too powerful. Even a baby bear will maul for as long as it takes. [/quote] Parrotmath just released a small mod to fix this. Check out his thread for details.