[quote who="n0fo" reply="18" id="3327422"] IMO it should take 1 turn to raze per level of the city, makes sense to very quickly burn down newly formed cities while taking much longer for established ones. [/quote] This is an interesting idea. Another idea: When you choose to Raze, the raze happens dynamically to the equation 2xlvl = raze time limit where each turn that goes by reduces the population by current - cur
GFireflyE
I agree. More warning and pop-ups required when AI uses strategic spells against player.
[quote who="Lord Xia" reply="1" id="3327301"]I thought the map pack did that, added stamps for the random generator. Am I wrong? [/quote] If it does, I am unawares. I recall a thread that mentioned map pack coming, but stamps were not advertised and so I paid the DLC no mind. If the Map Pack does indeed include stamps for random maps, I'll be revisiting that purchase decision. ;)
Good Morning So, the Map Pack DLC was released giving several rigid enviroments to explore and play in. I took a pass on this one because I rarely play on predesigned maps. In fact, out of all the 4x gaming I have ever done, I can probably counts the number of times I've played a predesigned map on a single hand. To that end, I wondering and eagerly awaiting if any thought or plans were given to design and implementation of a Stamps/Battleground DLC? <
[quote who="Jon Shafer" reply="11" id="3327028"]Yep, it's not something you want to wedge in after the fact. It was something we planned for from the very start with AtG, but it's not right for every game. - Jon [/quote] Maybe the second FE expansion ? ;)
[quote who="Derek Paxton" reply="4" id="3327257"]everything looks good (thanks for providing all the great info). What OS is this? Is it 32 or 64 bit? [/quote] Thanks for the reply. 32-bit, Win-XP Professional
I kinda thought that you'd start your turn and if you spend 3 minutes at that turn, you'll get to see the entire transition. Ending your turn prior to the 3 minutes would just stop the transistion where ever it was at and start the next season. This way, if you start a battle or something, you can see the transition occuring as the battle progresses. Purely aesthetical, but would be REALLY COOL. While I agree graphical transitions would be harder o
The vid should definately comparing to Canada at the end! XD Mixed Economy FTW!
Agreed, while Tireless March only being cast once is a FANTASTIC change, the fact that you can't cancel and recast is a downer. Also, I've found that when I cast, I can't choose the unit to cast onto. It's always my sovereign. (procipanee). Suppose to be this way?
[quote who="Star Adder" reply="35" id="3326643"] Guess my next game will be on a higher difficulty level than challenging (which I'm playing now because I hate it when the AI can only compete through bonuses and cheating). [/quote] I feel the same. AI shouldn't receive bonuses and cheating in order to be competitve. It's why I've been doing all my play testing on challenging.
[quote who="OliverFA_306" reply="1" id="3326650"] Each turn represents 3 months, a period of time too big for modelling any weather effect. Don't you think? [/quote] I've thought about some kind of system overlay to impletment weather patterns as well. Since each turn is a 3mo season, it would "just" be a matter of 4 weather patterns displayed overtop of the normal display. Each season could have a series of random events with a smaller %chance at a na
[quote who="StevenAus" reply="3" id="3326656"]Actually, it is working for me. But Meditation spell, and probably Propaganda spell too, doesn't update until the turn AFTER the change. [/quote] Ahhh! I see. I've always checked on the same turn, and than just recast right away. I shall delay a turn and see if it updates. Thanks for the heads up.
[quote who="Athyton" reply="7" id="3326408"]The dragon was in a wandering mob. The xp system seems to impose severe penalties when in stacks of 3 or more heroes. I assume this is deliberate to prevent the 'stack of doom' type of gameplay. There must be a better way of doing this. In the highest difficulty settings they are now completely useless as you do not have enough time to level them up to a point where they can succesful
In an effort to somehow diagnos this, here are the files in my Fonts dir: BankGthd.ttf Bo Chen Font.ttf Register.ini segoeui.ttf seguib.ttf TEMPSITC.TTF TrajanPro-Bold.ttf Register.ini reads as follows: [Settings] Count = 4 [Font0] FaceName = BankGothic Md BT FileName = BankGthd.ttf [Font1] FaceName = Trajan Pro FileName = TrajanPro-Bold.otf [Font2] FaceName = Tempus Sans ITC<br /
@ parrottmath K, I've finally had the oppertunity to see your mod in action. I tip my hat to you. Abolutely STELLAR work! Well done! All my cities MUST be near rivers now! XD
Update: Figured I would do a complete FE wipe on my computer and reinstall without mods in case something else was causing this perculiar glitch. (even wiped the registry) Problem persists. Has no one else experienced this in ver 1.32? Text was fine in 1.3, and I didn't play 1.31 so I can't speak to whether or not the error was there.
Update: Loaded the game this evening and found that the outpost in question was properly showing ZofC again. This would lead me to suspect that the problem occurs only when the outpost is constructed, until a load occurs.
Really really really wish SD gave 32-bit users the option whether or not to install pedetrians or not. My 32-bit machine could easily run them.
In addition, building a scrying pool still does not increase the per essence enchantments allotments. I've experianced mana and gold not increasing. Haven't tried others yet.
Agreed! AI should have to wait for 5 turns as well! Monsters should have to wait for 5 turns as well!! In this case, the monster 'stakes' out the town, terrorizing it. You have 5 turns to vanquish the creature or the town becomes sacked, and turns into a spawning lair of that monster type.
[quote who="willie sanderson" reply="32" id="3326342"] Quoting Kruppt808, reply 31 The other games I played before(1.20) both on Normal and Challenging I thought they expanded to fast. Only played 1 so far but out of 3 only 1 AI had more cities than me. Yes but everybody doesn't EXPLOIT Pioneer spam like others do. Some of us like to give the AI a chance and make the game more fun and challenging than rushing Pioneers o
Agree here too. Dazed and Proned units should not be able to retaliate.
Good Morning Magnar is having a bit of trouble with his Outposts. They don't seem to be providing any ZoC. http://img59.imageshack.us/img59/3932/outpostzoc.jpg
[quote who="StevenAus" reply="6" id="3325923"]Thanks, GFireflyE, and Derek for this information. [/quote] That, and I just loaded my 1.3 save without a hitch. ;)