Yeah did some tests myself making a new mapscript, it seems to be some hardcoded minimum water percentage we can't easily tweak. Here is an easy to mod file if you want to experiment some more with the numbers: (I tried setting the fixed amount of stamps high, 0.1 percentages etc., didn't work) https://dl.dropboxusercontent.com/u/95181126/Nowatermap.xml (just right click save and put in mods dire
sjaminei
Awesome job. Looks like a great improvement to the comfort factor when playing. I always had great "fun" with mobs killing my newly captured AI cities a couple of turns after I left coming from nowhere ^^
I think what many of us want is more of somewhat predictable events happening throughout the game, and not a *clean up all the harass units challenge*. And that is not limited to only higher difficulties, so if some scripting is easy to add to the end game for instance, it would add a lot of depth to the game without necessarily being to difficult/time consuming (hopefully) For me the game is essentially survive the early AI onslaught early game, deal with AI harass and go on offensive mid ga
[quote who="Endiel1" reply="5" id="3379545"] If i recall correctly, you can't upgrade it to town/fortress/conclave, so I have to doubt it's use. a 7/7/7 is an unbelievable tile, but losing all the fortress upgrades on your troops is pretty noticeable. -6 defense, -2 attack, -25 accuracy, -enmity/bloodthirsty, -2 initiative/-charge/-1hp per lvl...... [/quote] What troops do you lose? You get more troops, no
No the AI just auto builds. Don't worry it cheats so they make outposts everywhere ;)
The point is you can build towards resources and other cities for faster movement etc. It's off so it's not complicated for beginners, but once you start using it, you don't know how you could live without it ;) Also check out the snaking mod, lets you build towards forest for logging camps, and rivers for docks and stuff.
It has 4 essence slots and good material yield. It's a good city to build troops from. Don't get scared of unrest, it's always bad right after you capture it.
Yeah I make new designs and factions all the time, going back and fixing stuff isn't really an option, but it would be nice if the AI could use my "special" units more after. If the decision for upgrade was somehow tied to shopcost or something instead, we could easily manipulate between different stats for custom items as well later. Especially regarding the 10 dodge cloak has bugged me a bit, it always seems silly to me that the fire resist cloak is "better". 10 dodge can be huge with t
It's a wildland village captured from wildlings. Deorcnysse. Special city ;)
You "hide" the default units, you can't remove them. You can only retire your own units.
There is a map DLC with some good maps. But I think most people just use the random map generator. Shameless plug for my mod that adds some new random map settings: https://forums.elementalgame.com/446059/page/1/ ;)
You are missing my random maps ;) https://forums.elementalgame.com/446059/page/1/
[quote who="tjashen" reply="2" id="3379240"] This CAN be changed on the back end by modders, or if you know 'where to look' r.e. a unit you designed in a previous game, but not on the front end by players. [/quote] By front end you mean we can't edit the upgrade definitions at all? For instance I lose the +10 dodge cloak all the time as well when upgrading. If I wanted cloaks to look at shopvalue instead of defence when deciding to upgrade for all d
[quote who="nihilherox" reply="3" id="3379127"] Ya I accepted one a long time ago.. that would prevent you from declaring war? That'd be ridiculous [/quote] Yeah, tribute would be silly if it didn't prevent war . What would be the point paying for it if it did not give you time to prepare? ;)
Very unlikely sorry. If they haven't by the next expansion (LH) why would they now? Multiplayer opens up a can of worms for balance that they probably want left "unopened". If they did it, well they had to balance early game perfectly etc. and it's not. However, a hotseat mode should be viable imo ;)
Did you accept tribute? That should be the only thing "graying" out declare war.
Seems overly complicated to ask developers to add instead of more fun things. Maybe a modder with lots of free time can make it? ;) (but yes, the idea is good in theory)
Yeah the snaking mod is awesome ;) Don't know how I could play without it before.
Hmm. Didn't work on on the darkling hero. (couldn't steal shrink) Guess it counts as an ability? Can you steal coal stones?
Ah, restart once in a while if you do long games. I play huge games with tons of cities and don't have your issue, but the system clogs sometimes and I get some FPS drop, but then I just restart the game and it's fine again.
There is some strange FPS drops here and there. Big city battles seem to clog the system a lot, while there are no issues with "medium" battles. It's probably a memory issue or something? I think they said they are upgrading the system later for more memory? (32-bit to 64-bit)
So medium and irregular is a hit? Thanks guys ^^ Anyone tried the small and tiny versions? They should be the most problematic ones to get going properly. If they just take up space I can remove them so you don't have to click through them at start.
That 2000 jump is regarding gold supply. I accidentally found out when the tribute system bugged and gave me a million gildar one turn. I spiked to something like 200000 next turn, before going down to normal the next one. It kept spiking like that whenever I got more gold. I'm not sure exactly how it's calculated, but money fluctuations seems to be the key.
Save and reload fixes that bug for me. Doesn't happen too often anymore though.
Tidal wave can be used offensively to soften up stacks before engaging ;) You also have that freeze town spell that lowers initiative by 3 and stacks if a city looks particularly nasty. While fire magic is awesome early game, get enough water shards and things start really looking scary end game. (blizzard scrolls are OP, hint hint ;) )