so seconded. I'll also have to turn off autoendturn for the reasons you mentioned :)
crimsongekko
wait, is there no production overflow in this game?
tested it, indeed disabling stylizing lighting also gets rid of all the pretty postprocessing so it's not an acceptable solution :/
@kongdej: post #2 disagrees ;) @thadianaphena: what would the cons be? I haven't read any convincing ones yet ( except for the line of sight argument which is easy to solve ) . also, how is your proposal better? it seems to me it would just make the limit arbitrary, instead of linked to the ZoC which imo makes perfect sense. for pier/logging camps, there's already a nice mod by parrothmath which allows each person to make his/her own decision about th
except it might not take much time at all. also multiplayer will come eventually ( hopefully :D )
actually, I'm playing with autoplacement right now because the current implementation of manual is lackluster ( which is why it's disabled by default ) . but since many players like manual placement, I tried to come up with an idea to fix the current issues so it can go back to the default state as was intended.
just had a crash after selecting Loremaster II for levelup with Oskaloth ( angelic champion, I'm using Altar ) . not sure if it's repeatable since after reload I got adventurer's boon instead. edit: managed to get it again after a retry, doesn't crash now. false alarm.
I've already suggested to give +1 LoS to the city themselves, that seems much better than altering outposts. how does this make it so that you need moar outposts? as Gfirefly said, all it does is make the ZoC buildings more desirable ( they're pretty useless right now ) . monument+town hall should already provide more than enough real estate. allow buildings to be built on swamps and that's another issue solved.
it's a bit confusing to have both the ZoC expanding improvement and the influence gathering improvement both be named Monument. renaming one to Obelisk should do the trick nicely.
please make the new tile designs also available to us poor vanilla-playing peasants... ;)
[quote who="Martimus" reply="26" id="3280410"]the solution is simply to not make the city a flat line if you dont like that kind of city. I dont know about you, but my city is not nearly square and more pragmatic designs are more realistic than pretty designs for cities anyway.[/quote] problem is, the current manual placement strongly encourages to creates cities that look like snakes, because they: A.
because then you end up with cities that look like straight lines i.e. snakes... beta2-style snaking is not coming back. if we want manual placement as default again, we need to find a way to avoid that.
wouldn't that also remove bloom lighting though?
sratner: my thoughts exactly! that's the big big drawback of autoplacement in a game were messing with the wrong lair too soon is a big deal :D about that issue with monsters pillaging without enough notice, there's an easy fix thanx to StormWorld. check out the centaur race there: their outposts have line of sight extending 1 tile beyond the
as per thread title: many people ( including myself ) dislike the blur effect and much prefer sharp visuals instead of the dreamy default. there's an alternative file available in the modding section, but having to overwrite a vanilla file is unnecessarily clunky imo, and also that file was created before patch 1.02, which seems to edit the same f
that sounds overly complicated, the AI will never understand that...
sounds good, thank you very much! :)
honestly the terrain rejuvination via city snaking thingie sounds to me more like an exploit than a feature. is there not a spell to do exactly that? also, if swamps currently do not support improvements, that sounds like something that would be easy to fix if so desired.
sweet, cross-class spells!
Heavenfall, could you help me modify the Urxen Redesign mod so I can make it 100% SW compatible? :) what I know so far is that I'll need to add some unistat_BG tags to each and every unit/champ/sov it adds, tagging them sov/champ/humanoid/male/female/empire. correct? <span style="font-family: Arial; font-size:
@Tuidjy: I've already written in the first post that allowing sneaking via outposts should not work, only the city ZoC should. how does this have anything to do with land rejuvenation btw? @Seanw3: there's 8 tiles, around a city, not tile. if you restrict it to those, how do you build more than 8 improvements?
bring it on! :D
I think I have a nice idea to bring back manual improvement placement as default, without bringing back excessive snaking in the process. What if improvements didn't expand ZoC? then you'd be limited in your snaking by city ZoC which seems reasonable. ideally you shouldn't be able to use outposts' ZoC to allow improvement building, only city ZoC should count. Also, removing the "0 mp for passing through city tile" mechanic would me
managed to overcome this by casting on a building instead, it took a while though
as per thread+subtitle, if I mousover the city tile it says it's a forest tile :/ it does have a free essence slot.