In case it wasn't clear, it was a joke. PM the ones doing lets play stuff here if they are still doing it, if not try some other gaming forums or something.
sjaminei
It seems armor has a diminished return the bigger it gets. You can also spot a "sweet" spot at 30'ish defense where the diminishing returns start kicking in for the values up to 40 attack, so a rule of thumb could be to aim for 30'ish defense, and you'll be fine with that in most situations.
Duh. Use your mobile phone to cam the computer screen while playing ;)
Screenshot of the 5 essence site? Never seen that in an unmodded game.
Conclaves... always ;) High production sites are great for research, and you only need to get up the buildings really. Later in the game you can grow them as well via essence etc. I prefer town sites with 2+ food because what you want there is the city upgrades and cash buildings, and you want them up fast.
I'm thinking of creating some heavy plate set to be very high in metal costs. They reduced the max iron from 8 to 6 as well if I am not mistaken. Some more items is really what we need, especially trinkets that cost iron instead of crystal.
#1 It needs to be active when the unit is created. #2 I don't think they are integers at all, but the "pop-up" is. (If you hover over defense with 25% bonus, you will see decimals) #3 On map, I don't think it does anything in tactical. #4 No idea, though doubt it. Suggest it in the UI thread ;)
[quote who="joeball123" reply="20" id="3397133"] I still don't get what you're saying. Are you implying that physical attack bonuses ignore armor? Because that isn't in line with what I've seen.[/quote] No, I was trying to say that the attack or bonuses doesn't get reduced by pre-penetration defense. I probably could have worded it better. I haven't done the math like you probably have, so most of my stuff just comes from my own testing in game. As you say
[quote who="McBeef" reply="15" id="3396825"]Just curious, aside from difficulty, what do you like to play on? Terrain type, monster difficulty, monster level, quest density resources, etc, that sort of thing? The reason I ask, I played the scenario and while it was interesting I don't think it lived up to the games potential and none of these settings are configurable for the scenario.[/quote] Dense Monsters, Huge+ Maps (custom mod), Epic pace. Resources/Magic are usually normal,
If you use a sovereign wraith dodge build, a kraxis champion is pretty awesome with mass ranged behind. Move Forward/kite backward to a good position, build fort, move out, let the mass dodge craziness begin. You can do this without sacrificing turns/initiative if you are clever about movement and positioning.
I would consider a 6 grain tile great for 2nd or 3rd city, after that not so much. As mentioned by earlier posters, you can deal with lower amounts of grain as the game goes on. However for the early game,being able to get a quick Oracle, Infirmary or Scroll Scribe up early can be a godsend. (lvl 3 cities) They give 1 more Essence , more HP for troops, and Blizzard Scrolls (imba stuff when playing high level AI's) respectively. <
Now, if if he could remove the spell from all my hotbars as well, I would be more forgiving....
[quote who="joeball123" reply="12" id="3396502"]I disagree. Even when ignoring 50% of the defending party's armor, you'll lose half your damage when the defense of the target is twice the attack of the Ram's Horn Longbow, and since the Ram's Horn Longbow only has 12 Attack (plus Fortress benefits), this means that chainmail and a kite shield essentially gets you there. Anything better than that, or that has defensive traits in addition to that, or anything that has ridiculous
Oh. Hmm, either way, that's probably hard coded too. But I like the idea, the only problem might be making the AI understand it too ;)
The road ability stuff seems hardcoded, you could probably modify them completely away if you wanted and do manual road building instead. [quote]Also is it possible to limit an outpost so that it can't be built more than 5-10 tiles away from current cities and outposts?[/quote] You can modify this in elementaldefs.xml. Don't think you can make it for cities as well easily though. 3
It's a random event. The no monsters thing only works at the creation of the map. The random events can still create monster invasions etc. The event you experienced is very rare (I've had it happen 3ish times total in all my games) so you were just "unlucky". You need to turn off random events as well if you want to make sure there are no monsters.
Temporary workaround solution to occupied cities enabled via Monument of Ashar. (9000 faction unrest, and 9000 local unrest) I will try a new cityhubline as a permanent solution later, but that will probably be a 1.1 upgrade, since I will try to make more new and interesting upgrades then too.
Ever tire of managing all those crappy cities? Well this is the mod for you. "One City to rule them all" removes the ability for pioneers to make more cities, so you only get one city. ;) (affects only the custom race in this mod of course) If you fear about keeping up with only one city, no worries, you get lots of goodies to play around with to compensate. If you remember OCC from the Civilization series, this is my attempt to
Almost done ;) Any idea how to make this work in the Sovereign file preferably? I need this multiplier somewhere to make a racial ability useful for the Sovereign too. (It scales insanely well for troops, so I have a 0.2 reduction in damage) I'd rather not "advertise" it via tooltips abilities if possible. Unit AdjustUnitStat
[quote who="parrottmath" reply="386" id="3396062"]Do a swap city hub similar to what is done when you first choose conclave, fortress, or town. Set a pre-req in that area (which is perfectly acceptable)[/quote] I tried this. The prereq seems to work only for the building getting unlocked, not the levelup hub itself. Is the cityhub swap in another place than coreimprovements? Edit: I want to strangle something. Seems the main problem is the target thing. Target City prere
This is the code I use to select possible upgrades. Two options here. Removing either makes the remaining one the choice regardless of prereqs. [code="xml"] Conclave 1 0 River SwampTerrain</BarredTerrain>
Yeah, I've made a custom race that builds pioneers which only builds outposts. The thing isn't the prereqs, the thing is the Gamemodifier not working other places, and the city leveling system being outside it all for some reason. (prereqs didn't work there, possible because it was only one building to pick from... hmmm good idea.. need to look into that)
One City Challenge. Guess you haven't played Civilization :p [quote who="Primal_Savage" reply="382" id="3396053"]Use a prerequisite technology only available to your specific race? Tech NameOfTech [/quote] That would require me to edit core files. I try to avoid that as much as possible. I could just bypass the whole exclusive leveling thing, but I wanted to make the race more special. (lvl 6 city is a bit of a "wow" factor" since they can't have more th
Thanks, found it ;) Back to the OCC race problem: LevelBarrier Population 1000 CityHub6_Ashari This is what I need to activate exclusively somewhere, so far I've had no luck outside etc. and that makes
I'm trying to make a OCC race, and I've run into some problems. I would like to add some more city levels to make it more interesting and as such have modified the regular city chain level up into a new one. (new city level at 1000 pop on all hubs into a single new one) However, the prereq stuff does not work currently so everyone gets the faction upgrades, and that was not what I wanted. Any suggestions? Also, where is the art for city icons done? The Deorcnysse