I have recently had a few games where my own cities are rarely if ever attacked. When they do, only 2 weak defenders and no militia instead of my full roster of units in town are "called to fight". I was "pinned" in my cities, waiting for monsters to walk away or attack because I overexpanded and had no gold to make more units. When the enemies attacked me, I didn't even get to protect myself. I had 5 units in the city, and 2 of them (mirror e
thadianaphena
One unspoken way an outpost becomes good: You have the food building. Later, you settle a city near it, and it gains ownership of the outpost, immediately and forever helping that city. Of course, this takes that growth away from the city which lost it. I don't know of anything that would cause the outpost to "grow over time". I wish I did! You can use CityHubs to perform some things, like unlock an item from the shop, make a building av
I just finished a series of assignments, so the topic is fresh in my mind. Besides, i enjoy the discourse and comparing my stance and ideas with that of other people. Of course no person can own 100% of the wealth: that is why I ask not "how would you use it" but "how would you distribute it among the populace?" Thus, you don't "own all the wealth", you simply "own the authority to distribute it". You could say that you award it all for yourself, however that would
I have become agitated with having the selection "shoved in my face" when I have the fame for a hero. Instead of the current system, I propose that qualities of heroes cost different amounts of Fame. This will let players pick heroes when they want them, and spend an according number of points to adjust the quality of hero available.
[quote who="igncom1" reply="129" id="3338982"] Could outposts function like villages, in comparison to city's, but are unable to grow due to not being on fertile enough ground? Giving them their own build cues, and structures to build either to benefit a nearby city, or possibly even as a way to buff the empire as a whole?[/quote] There are tough issues when working with outposts on the modding end. One is that there is only one cl
There is vicious debate about ethical theories, economical modeling, utopian fantasies of capitalists and socialists and the realities that plagued them both. Therefore, I would like to ask if you had 100% of the national wealth, how would you distribute it and what rules and regulations would you have? To keep things civil and to the point, I propose that each post contains two things. A claim, and A response. Lets try to keep things ethical, and mak
[quote who="Heavenfall" reply="20" id="3338246"] Most of us here live in relatively functional democracies. And the choice in this thread is living in the contemporary world, or going back to a monarchy "but it's okay because you're fairly well off"? I would find it morally impossible to be a part of such a society.[/quote] I call ethnocentrism. In that society, you would feel threatened by conflict that compromises your status. With most
I finally have to say that I want outposts to have an option to have their own build queue. This is because I am actually plotting to mod some different "objects" that will function as outposts however produce specified things. One example is "Small Town" and another is "Monastery". Like outposts, they would have their own improvements and produce everything "on itself" rather than using external plots. Letting them have their own build queue would then be good for my p
In .52 changelog, it states that your concern will be addressed. this has been reported quite a bit, and weapons will now upgrade by category.
my understanding isn't deep enough to know if you can calculate that or not. I do know you can change the values in the coredefs, but i don't know if you can outright override the current system because the old system will be continually reloaded over it. what is this for? Duration > -1 <
MaxTotalTileYield can now be set in ElementalDefs.xml (for modders) This would be even more helpful if MaxTileYield Essence, MaxTileYieldGrain and MaxTileYieldMaterials could be individually set. This is because after tinkering around with tile production, i noticed a few unmentioned reasons for the hard cap. 1. the game would just give odd city combos like 6 grain, 2 materials and 2 essence. This isn't
This has happened a few times now, where i am attacked, I have 5 defenders and only 2 of them are brought into battle. The rest of the units have been in town for quite some time, and are never triggered. The units which are able to be brought in are Mirror Elemental and Young Mirror Elemental. 2 Spiders and a Wraith Knight are in town, unable to defend. If it helps to solve the issue, my town swallowed up a death mana node next to where I settled.
Rather than bribery, I would appeal to "now or later". "Honey, there is a really good expansion to my game coming out in a few months sometime. As you know, I was a beta player during the initial release and rather than waiting for the release, I can join the beta for the expansion too. Cool, huh? What do you think, should I get the expansion now, or later?" This is actually pristine and has worked for me multiple times, then again I don't use
[quote who="Mhantra" reply="21" id="3338642"] Huh, I don't get it. I just play with what it gives me, consider it part of the game. Perhaps it is my old school upbringing. Their tile yeilds are still generous, to me. At least you don't choose the wrong way of two in a corridor and die instantly, with no warning that a creature 100 levels higher than you is there. [/quote] or enter a room with both a
outpost resources go to the city the outpost belongs to, right? or does it belong to the outpost itself? i am also planning do work with different outpost types, so any advice you can offer from your own work would be invaluable.
If it still works how it used to, just wait. every several turns, you will get units from those camps, eventually bankrupting you as you rush all over deleting them as they appear.
Every building I create that references empty lot art tags doesn't even show up, I wonder if there is something internal i don't know about interfering. I wonder if I can copy the art def's of Empty Lot, change the names of some files (to prevent internal mechanisms from recognizing them) and proceed as normal. I have tried several means to "force" the empty lot and its smarter than me for the time being. Now I need to figure out my li
I aspired to get into education, however learned I would be blackballed out of programs I wanted to do. They only have room for math and chemistry, and my interests are in philosophy, ethics, anthropology and sociology. Likewise, I learned how constrained I would be by the bureaucracy of education and realized maybe it wouldn't be a good field for me even though I have much to contribute. Instead, i am relegated to jobs I find immoral, underpaying and outright embar
I am unable to find anything which causes less essence to come from rivers...
80% of the time here. i steal his hammer and sacrifice him.
[quote who="Ahriman" reply="3" id="3338405"] Quoting Stupidity10, reply 1 One thing they could do is allow you to build piers and lumber mills if your city can reach the forest/river, not just if it starts next to it. I've played about a dozen games of LE so far, and am really getting discouraged by the utter worthlessness of trying. It may as well be a "once city challenge" because you'll never see a second city worth a &@#!.[/quote] &
It should be compatible with everything, every art tag is from the vanilla game, and that would be the only issue. If it isn't compatible with FE or Stormworld, let me know and I will make it compatible. The things that wouldn't be compatible haven't changed too much and i still have all my old installs back to .952 as a reference. If you ever decide to mod yourself, you may use my work in any way you choose. give the buildings prerequ
I would actually increase resource nodes like crystals and have tile features like forest or rivers help more. I would also have 2 types of tiles" one with "normal" fertility and one with "high" fertility to increase the number of "spots". Each "settle zone" would have less spots in the range, however there would be more good spots tattered around and less big ranges of bad spots. Also, the AI is bad at making choices, so giving it less but better
likewise you could turn the number to 8 and have "no bad cities". this is good for player and AI, and has made for interesting games, especially on larger maps. It would also "force" use of this spell to have "more cities", making the spell better.
1. Butchers and tanners should provide Bonus A for horses and Bonus B for wargs. The horse/warg is likewise consumed by the butcher/tanner. Reminiscent of Colonization. 2. Mounted units should cost horse upkeep. There is no reason to believe every horses makes it out of battle unscathed. 3. I still think caravan escort with mounts would be great. It would help protect the wagon and give another use for mounts. 4. Maintenance