[quote who="Sanati" reply="2" id="3306960"] Quoting Kongdej, reply 1what's wrong with using Calvary That one has a surprising meaning actually. If they need help spotting those typos though then we may have found the problem. [/quote] I actually noticed it when typing it, due to my browser automatically marking misspelled words, (within its own knowledge of course, but it knew "Calvary") Sincerely ~ Kongdej
Kongdej
[quote who="Heavenfall" reply="5" id="3306953"]What is the difference between deleting it and hiding it?[/quote] Heavenfall is right though, if you delete the units, you keep them in your documents folder for future games, the only advantage of hiding the units is you can retrace them from "show hidden units". If you want to be completely rid of a custom units in a game, you will have to locate it in your documents folder and delete it by hand.... (this have always bothered me
First off, this is not a stupid question, this is a rather good question for people who haven't spent tons of time figuring out themselves! :D for Nibelung44: I am trying to figure it out by just looking at the XML by hand, I have happily forgotten all the XML codes and modding stuff I spent some days learning to just be disappointed, anyways [quote who="Nibelung44" reply="3" id="3306933"]Related question, is it possible to edit a file somewhere so that a troop you designe
Start out at no tax until the gildar income becomes important ^_^, and I run it low until what I consider beyond lategame, when my cities can support medium tax with only a maximum of 10% unrest. Yes it could use a little something, mostly I don't like how cities have several items that reduce unrest, so the tax is only really there to increase when you reduced unrest by enough amounts. I think it would be way healthier to have a system without unrest reducing buildings, well
I like your suggestion ^_^ Sincerely ~ Kongdej
what's wrong with using Calvary units or Calvalry units? =) Hint: You could make out the wrong letters with red text, and/or strike out extra letters, helps people noticing what you are actually trying to communicate now you didn't bother presenting it with text ^_^ Sincerely ~ Kongdej
[quote who="Alstein" reply="3" id="3306414"]On the lvl 2 city: as long as your starting city has 3 food, you'll get to lvl 2 pretty quickly. Sovereign's call or locations would help, maybe up the build time of those buildings. Tower would also help.[/quote] You got some pretty good ideas Altein, but I don't particularly likes this one, as it would remove more viable starting locations feeding to the need of CTRL+N, a city should always be able to construct pioneers, no mat
Quite a good thread bigtrac, me thinks anyways. [e digicons]k1[/e] Edit: I can't spell ^_^ Sincerely ~ Kongdej
[quote who="SComtesse" reply="1" id="3305962"]No surprises, so no incentive to play again.[/quote] Pretty much how I feel ^_^ Sincerely ~ Kongdej
[quote who="willie sanderson" reply="216" id="3305781"]let the multiplayers go play something else. [/quote] What a nice sentiment... Oh wait. Sincerely ~ Kongdej
[quote who="larienna" reply="17" id="3305630"]I tested again, it seem to have solved the problem. Since it's a toggle button, they should have highlighted the button when toggled.[/quote] They really should have ^_^ Sincerely ~ Kongdej
[quote who="Nibelung44" reply="63" id="3305576"]I'm not too sure Drusus. I often play boardgames and usually I do that. If I'm the strongest, I go against the second (the strongest behind me). If I'm not, I try to kill and absorb the weakest, to be stronger.[/quote] There is a big difference in 4 players playing boardgames, and the AI trying to make a fun game. I think the AI should mix up, usually if possible try and ally up to weaken the top power. But sometimes ins
[quote who="Frogboy" reply="55" id="3305383"]Speaking of the "wealthy" attribute. I tend to think it's too powerful. It seems like getting 200 more gilldar to start with would e a huge early boon.[/quote] Wealthy is one of those problems where its an early bonus compared to a bonus throughout the game, right now I don't think its too much, cause it only gives rushing power at best, and compared to 10% bonus research for the WHOLE game those few rushes doesn't mean too much
[quote who="Nibelung44" reply="14" id="3305420"]You can't always get rid of random names by the way: if you create custom factions, their empire will draw upon the RNG.[/quote] You can with some notepad action go into your documents and write up the first x city names, as far as I recall. Sincerely ~ Kongdej
[quote who="Borg999" reply="11" id="3305297"]If I remember correctly, Alpha Centauri had a fixed list of about 100 names for each faction that were reused each game. Players could add to/edit the file easily.[/quote] I think it was only 25 land cities, and 10 water cities... Details, I know :D. Sincerely ~ Kongdej
[quote]#3 Show owner of territories at the borders. The AI knows them, why can't I? #4 Give names of factions not just icons. Is there a simple way to find the faction name from an icon on a city?[/quote] These are really good suggestions (I don't oppose the first 2, but I would like to highlight the latter 2 proposals). I would really enjoy this as it would make a better contrast to my play experience of which faction lives where. Sincerely ~ Kongdej</
[quote who="Frogboy" reply="39" id="3305174"]Here is the unofficial change log of what I put in. Note that my balance changes are proposed, they may not actually go in officially.[/quote] You are such a tease, but I do agree with your decision to leave the "power" in the hands of the head of development, (can be hard for some people) [e digicons]:thumbsup:[/e] [quote who="Frogboy" reply="39" id="3305174"]Reduced ground cover on terrain with the exception of deserts[/quote]</p
Agreed, I don't like any of the basic random name generators, they generate rubbish instead of something I would pass along as a name ^_^, I'm happy to see someone trying to find a solution, if you make an extensive mod to your file it would be interesting to see it. Sincerely ~ Kongdej
[quote who="Sentinemodo" reply="19" id="3301693"] I am not from SD, just a casual player. I've shown you what I've seen. as best described and documented as possible. It was the first time I've seen it and it was impressive to me. Was it bug? maybe. Can I reproduce it? not easily. Is it consistent with xmls? I don't think so, but there is so much hardcoded stuff that it is no wonder. Is it doable by
[quote who="swhedges" reply="19" id="3303684"]Alright, I'm probably being an idiot, but since I'm using Steam, should I simply unzip into My Documents\My Games\Fallen Enchantress?[/quote] That would be wrong, and silly ^_^ You will need to locate the exe file in the steam folder, but I personally don't know if steam wont make troubles. That said, Go to your programs folder if you installed steam there, and enter: "Steam/steamapps/common" and in there you wi
MarvinKosh, We play multiplayer for very different reasons, I for example never bothered with minecraft even though my friends wanted me to ^_^ Sincerely ~ Kongdej
[quote who="Frogboy" reply="13" id="3303261"]My fix should take care of the problem you describe. I hope. That's basically what I noticed as well. [/quote] Sounds nice :D ... My computer is sick and started overheating, your patch fixes that too? :D Sincerely ~ Kongdej
[quote who="Borg999" reply="10" id="3302773"]I've notice that sometimes when I choose a long path for a unit to follow, the unit will often stay where it is no matter how many times I press the turn button. I end up having to babysit the unit, and give it multiple "short path" orders to get it to it's ultimate destination.[/quote] Heh I have gotten so used to doing this whenever its important when I'm playing Elemental ^_^ I just don't trust the pathing system to
[quote who="nDervish" reply="8" id="3302672"]Quoting EvilSalmon, reply 7 Then don't use that feature if it was implemented. Nowhere did I say it was a bad idea. The OP said he wanted feedback and my feedback is that I would find it to be a "meh" feature that I wouldn't use. That's just as valid a data point as your feedback that you would use it.[/quote] I feel the same way, if it was implemented I wouldn't use it, that said I would not argue again
With the current armour design, the armours are set up so you should always use the biggest and best available, unless you have a metal shortage. There is little point using chainmail, it have the same total defense value against cutting (chainmail provides double cutting defense) than platemail which have a strength of double blunt defense (for some reason)... There is little incentive to try and use counters in this game really, the best tactics I can give you is: If the A