[quote who="giraffa65" reply="188" id="3350152"] Anyone else's wild horses stopped appearing in the .85 update? All i see now are shadows of the horses but no horses themselves.[/quote] Reproduced here, we are checking it out.
DerekPaxton
[quote who="lelovelady" reply="180" id="3350018"] Any word on when this will be released? Today's my last day connected to a fast internet connection for a while ... [/quote] It's released. We actually had a steampipe issue that kept it from going out last night, but with a little help from the wonderful folks at Valve its been taking care of.
This is the way 0.85 works.
The penalty is exactly the same as it was in FE. Total xp is divided by the amount of champions in your army. You may be feeling it a bit more because FE had higher xp in general (multiplier was 0.075 while LH was 0.05). In 0.85 the multiplier is being raised to 0.07.
Thanks for the help with the fix, it will be in 0.85.
The real benefit of Rush isn't in reaching your enemies (though on some maps that's handy), but in being able to get in better position for your impale, cleave, or other attacks that use a specific range.
[quote who="bpalczewski" reply="119" id="3349270"] Derek i think you can use a better algorithm then the one you mentioned for building roads; an algorithm which will prevent spamming of roads and yet provide a coherent network. First of all, you make a road to a closest city - we will call it B. Thus, we have connection A-B. Now, we start to check other cities in vicinity of A (vicinity, let's say 2 or 3x distance of A-B ). Let's say there are cities C an
Fixed, thanks.
Fixed, thanks.
Thanks, we have reproduced it here.
Woot, you are absolutly right. They stop working after a reloading. Im debuging it now (and by debuging I mean that Im asking someone smarter then me why its happening).
I do think it was an error that that dragon was only 7th level. That will be straightened up in the next patch so it looks like this will be fixed (or at least better). [e digicons]:grin:[/e]
Thanks GFireflyE. Your example is perfect. If, as you stated the game was to always use the shortest distance, then not only would we get a road between A and D, we would also get roads from A to C and B to D. We would have a huge sprawl of roads. We had this, it looked horrible. So instead what the game does is it costs the movement between A and every other road with the existing roads. If it is ever shorter to go onto a non-road tile to connect any o
Its pretty rare, for me, that I would ever do this so I hadnt considered it before. We did make a change in 0.85 so that when you opne the spellbook, the last spell you can is selected. For me the most frustrating part was having to look through the spellbook to find the spell again. Though that happened more frequently outside of the same stack casting if I was casting spells on multiple stacks, multiple cities, etc.
[quote who="sweatyboatman" reply="113" id="3349207"]I think most of the issues with road-building would be resolved if the local road system were recalculated every time you found/take a new city. It would be a little weird to have the roads redraw, but hey, roads are already magical abstractions.[/quote] What are the issues "issues with road-building" that you mention and would be resolved if the road system was recalculated with new cities? It is intended that the road
Level definitely matters. It modifies the dragons spell mastery, accuracy, attack, hp, combat speed, crit chance, breath weapon damage and defense. But I dont think it would be enough to drop it that much. I think the dragon the player found is a very weak dragon from the Ghost Helm quest. I made that quest forever ago and it is still listed as a level 7 dragon (which used to be a high level long ago). I'll boost it to the level Clambercoil dragons are supp
I see. You are right that the stats screen assumes level 1. It doesn't know what final level the unit will be, since cities can modify that and when you design unit it isnt for a specific city (even though you got to the design screen from a city interface you can trian those units anywhere). But it may be possible to have that trait adjust the units stats, I'll check it out.
Its a pretty complex formula. Mostly because it relies on other things. The base per monster is the monsters battle rank (which is a big calculation in and of itself) times the GetCombatRatingToExpMultiplier in elemental.defs (the value that 0.85 switches from 0.05 to 0.07). At a minimum units give 1 xp per level. Battle rank is also modified by any CombatRating modifier on attributes (which is how we tell the threat level and exp systems that particular traits make
[quote who="lpisko" reply="21" id="3349181"] why dont we create an engineer that can build roads and outposts. they dont cost any population but also cant build cities. leave that for the pioneers. this would solve a bunch of issues / complaints and imo makes sense[/quote]Yeah, ill have to think about that. It could be cool.
They work for me. Can you send in a save where they aren't working for you. http://screencast.com/t/gUfuI1zQ67W4
Im not seeing what you are. This may be due to the change to the xp calculation, which is that 0.07 of the monsters combat power counts to xp instead of 0.05 (FE was 0.075, so its almost exactly the same as FE). But if that was the case I would expect the Lord of the Flame's xp to increase significantly too. Instead I see the following: http://screencast.com/t/uVzzwf7VzRm <a href="http://s
I'm not sure how to respond to this. I don't understand what you want. As you stated we have automatic road building to keep players form having to manually build their road networks. What specifically would you like changed about the algorithym? And keep in mind that it is an algorithym for random generated maps with player placed cities (so it may not be ideal in all situations, forcing it one way in situation A may make it worse in situation B). But
[quote who="Azunai_" reply="9" id="3348458"] only the conclave seems to research at 150% - the 3 towns and the village show +100%. [/quote] You see the 150% on the conclave because that conclave has a Cloister in it. The cloister is boosting research by 50%, including the +100% from the AI's difficulty level, so you see that bonus as +150%. [quote who="lelovelady" reply="11" id="3348745"]Then there's something weird going on with the difficulty levels o
You have Umber set on Insane AI difficulty. That gives him a +150% research bonus. He has spread quickly and got a Conclave up, which he built a cloister and school in. He is now getting 25 research per turn from his 4 cities as compared to your 4 research per turn.
I may change the fame levels. But first I've adjusted all the fame from quests. They all used to give 15 fame (30 for altar). Now the amount of fame returned depends on the quest. Some don't give any (those are the sorts of quests that aren't really quests, but events). But the base ones give 10 (escorting the noblemans daughter) and the hardest can give as much as 30. So we will test that out and see how champion progression works. if t