Madcatter

Madcatter

Joined Member # 4673116
5 Posts 126 Replies 3,664 Reputation

[quote who="sweatyboatman" reply="17" id="3222901"]But IMHO with the structure of the current game as it is, idling my cities is not something I'd even consider a choice. It's something that happens by accident, or because I have run out of things to build in that city. Really, if I am in a position to idle one of my a major cities it means that I am so dominant that maximizing production no longer matters; and what is the benefit of the idle bonus at that point?[/quote] &nbsp

26 Replies 39,713 Views

Already went through all the core files and even gave a glance at Stormmod (learned a few things from that). I was just wondering if there's more I was missing. Thanks for the answers.

3 Replies 3,827 Views

[quote who="Alstein" reply="11" id="3222740"]Not building something= boring. Running out of buildings to build= boring. [/quote] Maybe if your entire empire consisted of one city and you never built outposts or did anything else besides sit on your little city... Run out of buildings? Get a new city. Adding buildings just to click on is tedious and doesn't contribute anything. Upgrading outposts/resources is more interes

26 Replies 39,713 Views

1) Calc Functions. Is there a list somewhere and besides UnitStats and Resources, what can we call with them? Can we refer to Player Abilities? Can we use calculations in Traits or other types they don't appear in and not just Spells/Improvements? 2) works... how exactly? The comment says it's a returned value when something calls for the resource that's empty, but the shards return 0.01 and I have no idea why or where to find the rea

3 Replies 3,827 Views

[quote who="ddd888" reply="7" id="3222096"]can you make traits invisible?[/quote] [quote who="Heavenfall" reply="8" id="3222097"]No.[/quote] Well that's annoying. I suppose it can be hidden via equipment though?

8 Replies 3,995 Views

I'd rather have Idle bonuses that don't require additional micromanagement for a payoff that only amounts to Building +1, Building +2, etc. Interesting buildings are good. Not interesting buildings are just additional clicking. And your pioneer example still happens with building, even though it's disguised. The opportunity cost is simply transferred to a potential building's bonus (which will have continuous impact throughout the game) rather than a dur

26 Replies 39,713 Views

[quote who="Alstein" reply="3" id="3222597"]I still think the while idle concept needs to die. I know Derek loves the idea , but it's boring.[/quote] There's nothing wrong with the idle concept. In fact, it's rather good. Effectively it serves the same function as a Production -> Gold/Research that you don't have to micromanage. The problem arises from massive construction times for very little payoff or payoff that comes way too late in the gam

26 Replies 39,713 Views

Yeah. I think this is particularly bad with the alchemists lab (the one which turns essence into materials) since all those seasons constructing it mean you're losing the Research Idle bonus... to get a bonus to production on what's probably THE LAST THING you'll be able to build. It's one of those things which makes me scratch my head and go "eh?" trying to figure out the purpose behind the decision.

26 Replies 39,713 Views

[quote who="Emperorjarin" reply="68" id="3222499"]Also, seems your trait letting non-Altarian races use Henchmen doesn't work. On the plus side, Altar can still build 'em, so presumably custom factions using their blood can too.[/quote] Yeah... I've been trying to mod something similar myself and it's impossible to remove unit design from the race type because it's defined in the race itself. Kinda frustrating since Golems/Slaves/Henchmen would

856 Replies 2,034,895 Views

Maybe.. 1) Your accuracy sucks 2) You were blinded (see above) 3) You were exceptionally unlucky (in the realm of statistics, it has to happen sometime) If none of the above, then you may have stumbled on a bug. Being able to reproduce it would help get any bug fixed though. EDIT: Or Cloak of Fear... good eyes Heavenfall.

5 Replies 3,293 Views

From observation, it seems the Attack/Defense is calculated first and then the damage is multiplied by number of units. So a group of 5 with 8 Atk vs 8 Def will deal 10-20 damage (as per equal Atk and Def) rather than 16-33 damage (as per 40 atk vs 8 def).

36 Replies 23,763 Views

When I give beta feedback it's always based on the unmodded game or aspects which wouldn't be effected anyway (such as graphic bugs). Usually I try to play at least one unmodded game with each new version.

856 Replies 2,034,895 Views

[quote who="sweatyboatman" reply="27" id="3221309"]What difficulty level are people with unearned dominant champs playing?[/quote] This seems to happen regardless of difficulty if you're decent with, to resurrect a Warcraft 3 term, creeping. I've done it on Hard at least and even have a save game lying around. The AI isn't very good at building stronger units. Even without talking about champion power versus unit power, limiting the #

36 Replies 23,763 Views

[quote who="crystlshake" reply="73" id="3221432"]Catsplosion/Plague of...- along similar lines to the zombie one, lots of cat creatures (or creatures of another type) spawn the monster's regular aggression levels could remain the same (ie likelyhood of attacking cities) and have them behave normally (or put the world at seige where they attack everything of a different type)[/quote] And have the cats appear out of a mysterious abandoned mountain fortress?

76 Replies 308,870 Views

Spell Mastery is "Accuracy for Mages", opposed to Spell Resistance instead of Dodge. Basically it allows your spells to land instead of getting resisted and its value is the 'to hit' of the spell minus SR. Influence is a sort of resource which can be used in trade and for a few other reasons, but they aren't many. It pretty much represents your political clout. There are several ways to obtain it, although not all of them will be available at any time. Const

4 Replies 2,705 Views

[quote who="sweatyboatman" reply="16" id="3221139"]This would be an enormous nerf for champions. And it's not going to happen (though perhaps it could be a mod). For a refresher, this is what the game's designers want champions to be like.[/quote] iirc the Sauron thing applied to War of Elemental, not Fallen Enchantress. It also doesn't mean Champions won't still be able to take out armies, they just won't be able to do it without specializing in tha

36 Replies 23,763 Views

Maybe just take away most of the Potential perks so that there's only one which grants +20%, instead of something like the +45% or so we have now (not counting Knowledge for mages). For units, I feel their XP should be divided by their maximum size so that there's at least some incentive to build smaller units once you have the technology for larger ones. If not divided, then a set XP factor which can be modded inside the group type tags.

38 Replies 13,640 Views

Going something other than Ceresa would be sorta funny after all the build-up in the lore text. But yes, I'm guessing it's the one who transformed her entire nation into Wraiths, surpassed the Titans in mastery of death magic, and tamed the spiders. Just a hunch.

13 Replies 23,926 Views

I dunno. It kinda sounds like the OP meant the outpost was constructed within their borders. AI just sorta doesn't care about your territory or borders atm. One feature I think this game desperately needs is a requirement to either declare war, get an Open Borders treaty (no, not non-aggression pact), or have a stealthy trait before you're able to enter rival territory. Because right now the only peaceful way to effectively stop an AI from waltzing all over your

13 Replies 5,393 Views

[quote who="GFireflyE" reply="3" id="3220506"]This way, if you needed metal, but didn't have it, you could convert crystal for your purchase....but maybe at a 3:1 ratio or something like that...[/quote] I'd prefer something like that not go in, because it completely devalues actual trading with other empires and undermines much of the strategic element involved in capturing those resources for your own use.

16 Replies 15,129 Views

[quote who="mqpiffle" reply="36" id="3217425"]Again I'll say it: the developers designed themselves right into a corner they can't escape from by starting with such low values. When you start at 1, 2 is 100% better. When you start at 10, 11 is only 10% better.[/quote] [quote who="Werewindlefr" reply="41" id="3217512"]Remember though: 10 attack vs 10 defense gives 5 max damage, 20 attack against 20 defense gives 10 max damage - but the HP stayed more or less the

60 Replies 184,285 Views

Tile Yields are determined by the surrounding terrain and resources, although I'm not exactly sure how the effects spread from the source. There's also a minimum of 6 total yield before a tile will be usable. Fertile Ground produces grain. Rivers produce grain and materials. Forests produce materials. Mana Shards produce essence. Lairs and other Resources have a wide range of possible yield modifiers.

4 Replies 3,920 Views