I tend to max out the queue. However, that doesn't take into account any new buildings until the queues are empty. Anyway, it's not that big a deal, just odd that they wouldn't have this feature in the game. If I played on the larger maps and had to deal with all that micromanagement, it wouldn't be much of game...more like a job.
TS22
Ok thanks!
I am probably just missing this somewhere, but is there a way to set autobuild or governors for your cities? When steamrolling the AI, it would be great to be able to set an autobuild or autofocus for the new cities. I realize that I could do the focus wealth/mana/etc., but an autobuild feature would actually grow the city. Any ideas?
I have been a Stardock fan for a decade or so. You name it, I bought it. I am perplexed at the idea of a $5 map pack. It isn't so much about the money as it is the product that I would be getting for the money. As others have already commented, a map pack is an odd DLC for a game that already offers a good random-map option. This isn't Call of Duty with the endless pay-per-map pack experience, and Stardock has been wonderful to provide users with the capa
Thanks, that did the trick. I was using a tax rate sub-menu and not the specific box in the top right corner of the screen.
Yeah, I've tried running the tutorial three times and always get stuck at this point. I just gave up and played the game. I normally don't do tutorials anyway but I was curious to see what they may have added or changed from the first game. I suppose the best tutorial is to learn as you go!
Yeah, I tried all the tax settings and nothing worked.
I doubt this is a bug, I'm probably just doing something wrong. Anyway, when I get to the "lower your tax rate" objective in the tutorial, I cannot seem to complete the objective. I've lowered and raised the tax rate, and built up every unit possible, and an outpost. Nothing seems to clear it. Any tips?
Yeah, the issue seems to be with the bugfix mod and icecrown's "pretty spells" mods. I deleted both and spells work fine now for me.
Yeah the issue seems to be with the bugfix mod and the icecrown mods. I deleted both and spells work fine now.
Ditto. I've tried several spells and nothing hits at all. I don't see how I can keep missing guys with 0 armor. Sigh.
Thanks for the info on how to post the screen shots. This is the standard archery range with some tree/greenery tweaks. If you can use this, you are welcome to it. I didn't realize they took out ar
Couple of questions, 1. How do I print the screenshot to post here? 2. I edited the default archery range to make it more "woodsy." Would you guys want something like that?
Other things I’d like to see: Unique unit abilities should be implemented to a far greater degree. This would be a fantastic addition to combat. I am in favor of different damage types (physical, magic, etc.) and corresponding resistances. I’d really like to have the white barrier fog removed from the tactical battle screen. You’ve got landscapes all around you that could be implemented into the background. The white fuzz borders tak
I think an easy way to alleviate some of the 1dN problems is by changing the stat to an average. Instead of a single 1dN roll, how about an average of three 1dN rolls? Let’s say your attack is at 1d50. People are getting upset when they do 1 or 2 points of damage due to an unlucky roll. However, if the stat rolls came up as “(2, 25, 39)/3,” the damage would average out to 22. This method would create a bell-curve average for dam
There are some great suggestions here and I hope the devs are still reading this thread. I think that there are two ways to fix this issue that would require very little work. 1. Increase minimum spacing between cities – Currently, a pioneer must be 5 tiles away from a city to build a new city. This could be increased to 10 or even greater. This would tremendously help with city spacing/spamming. 2.
[quote who="Frogboy" reply="2" id="2768364"]I think we should come up with an XML list of names for each faction and have the name generator pull from that. [/quote] This feature would be phenomenal. I had a large text doc of fictional planet names in GC2, and I think it would be cool to have recognizable opponent/unit/city names here. If you want to share what you are thinking about creating and what it would effect (ie soldier names, city
Either way, I was just trying to alleviate the city spam headache. I figured it was hard-coded since I couldn't find any file on it. Really though, I'm hoping the devs do come up with some solution. I just wrapped up my 4th game where my powerful stack rolled through around 8-9 near-empty enemy cities. The enemy had no real standing army, and it gets tedious rolling through so many cities just to "finish" the game.
I have been looking through the xml files and can’t seem to find a file that would let me alter this. I think that this change would drastically lessen the ridiculous city spam that is currently occurring in the game. Does anyone know what file would do this?
Yeah, but having a stack of 20 some nonsensical names coming at you is ridiculous, especially if they are all the same kind of unit (same look, weapons, armor, etc.). Just call the stack "scouts" or whatever! Random "character names" is absurd for standard fodder units.
It seems that every AI unit has a random name from the random name generator. When engaging in several fights against the AI, these random names are pointless, irrelevant, and distracting. I don’t know what a “llasgtob” unit is, and why does the AI’s next unit (with identical stats) have a different name “gusabey?” It would be far more useful if there was a set of several class names for the AI units (e.g., defender, k
It seems that every AI unit has a random name from the random name generator. When engaging in several fights against the AI, these random names are pointless, irrelevant, and distracting. I don’t know what a “llasgtob” unit is, and why does the AI’s next unit (with identical stats) have a different name “gusabey?” It would be far more useful if there was a set of several class names for the AI units (e.
Phenomenal work! I am really looking forward to more of your mods!
"+ Faction Editor “Faction Creator” hooked up" Oh my! If I can start creating my own factions, it is going to be a very long night! Great news!
Something similar is happening to me. This problem occurred during one of the betas, and then a later beta seemed to fix it. I'm surprised that it is back. I have found that the game doesn't completely lock, but seems to take awhile before the user can "level up" the character. If you wait a few minutes, then hit around the skill you are trying to level up, eventually it will work. I realize it is very annoying, but hopefully they'll have a fix for it soon.