CoreUnits.xml has been dramatically cleaned and tweaked in 1.0.9u with essence removed and numbers changed. It appears that all except the Kingdom Pioneers have been fixed. I just did a quick mod test and LevelMileStone is indeed working. :) If it wasn't before then I'd strongly suggest that modders now look at the new clean code Stardock have placed within this file. Looking much more stremlined. :)
Das123
Can see many changes now in CoreUnits.xml. :) UnitStat_Constitution is now only missing from Kingdom_Pioneer . Looks like it has been applied to all others.
I've got this happening now in my current game as well. Pioneers and small unprotected cities everywhere.
Elemental has been very stable for me now for quite a while. Even alt-tabbing from traditional 'danger spots' like tactical battles has been fine. I'm not sure if it occurred in 1.0.9.t but the only crashes I've been having are if I play one game then start a new game without closing down.
Not all units have all their UnitStats set and so the default is being used. In particular, some units start the game with 10 Constitution (system default I guess) but new units use the defaults from Kingdom_GenericBaseUnit_Male . Current code typically looks like this: [code="xml"]
Sound in general is really lacking in Elemental. Music, ambient sounds, character noises and monsters. All are below par. I'm even sick of the opening credit animation with the book because of the way the sound starts with that.
I'm coming across some pockets of wandering monsters in early-mid game as well (on Challenging). While I don't mind the monsters themselves I am getting a little bored fighting the constant battles (I don't trust Auto Resolve in the slightest).
[quote quoting="post"] 3. Adjusted the hp modifiers at high difficulties. Challenging- AI Creatures *1.25, AI Sovereign *1.5 (was *1 and *1) Hard- AI Creatures *1.5, AI Sovereign *2 (was *1 and *1.5) Extreme- AI Creatures *2, AI Sovereign *3 (was *2 and *3) Ridiculous- AI Creatures *3, AI Sovereign *5 (was *5 and *10) [/quote] There are still some problems with the Constitutions throughout the game: 1. In one of the XML fi
Thanks Derek and crew. :) I've noticed the art in game and have been enjoying it. I haven't played version 's' yet but my only concern at the moment is that the AI in particular is still very weak. I think everything else is right on track. But please don't let 1.1 be released without better AI decision making - particularly in tactical battles with spell choices.
From what I've found animals never take the city but brigands/darklings do. I liked this aspect because animals wouldn't raze a city, only kill people.
Peasants and Pioneers start with 10 Constitution while new designed troops start with 5 (a couple of extra hit points). To-hit percentage in battle unit card seems higher than results and don't stack up to the formula we were given a while back (would be nice to know how all aspects of combat is calculated now please). Ranged weapons to-hit and damage show as zeros in the battle unit card.
Updating now from q to r. 8Mb :)
[quote who="BoogieBac" reply="9" id="2839611"]...I actually wish we had been doing this all along...it's a great comminucation tool, mostly during the beta phases.[/quote] Yes. I've got to say I hated the 1.0 beta process because of not really getting an idea of what was being addressed and whether all the hours spent writing feedabck etc were of any value. But the 1.1 beta process has been very enjoyable.
Yeah, I'll take that on the chin. When I wrote the grumble my head was saying 'Don't post it - its only been 24 hours' but I clicked 'Post Reply' anyway. After all, my posts are of vital importance! ;)
I feel like my troops are playing MineCraft when armed with WarStaves. :D
I wouldn't mind better polearms added in later in the tech tree, such as pikes, but the war staff is just a long club. And spears are just sticks with a sharpened end. These should really just be considered cheap entry level bronze-age weapons until your metal weapons kick in. Once troops have swords and maces they should be a little better than lumps of wood. :)
1. Occasionally the unit cards are missing for designed units and are replaced by a black image in the city/unit lists. 2. In the bottom of the main screen is a circular image area to illustrate what you have selected. This has a strong reflection across the top that gets in the way of the image being displayed. I'd get rid of this reflection but leave the bottom one. 3. The to-hit percentages in the battle card seems off. I've
Is what I'm asking for too difficult for anyone at Stardock to answer? I would have thought that anyone working on the mechanics of the game would know how damage is applied. Seems to me to be extremely important information for anyone looking at modding or balancing aspects of the game to understand. Otherwise we are just guessing as we go and hoping for the best.
Notice that Travelling Boots has been fixed but weren't there also a few of the cloaks etc in the same situation?
That still doesn't give the correct result as per in-game: Basically the minimum would be whichever is less of the following equations: √(att1^2 - def2^2) or: √(att1^2 / 2) <span style="font-family: courier new,courier; font-size
Lol :D
Thanks for the responses. Had a look in the debug.err file but all it is really doing is showing the same info as in-game. No real clues in there as to how the calculations are made. Guess I'll need to wait until someone from Stardock reads this.
That still doesn't correlate with the figures in-game. In the above example Spearman1 minimum attack should be: √((att1 / 2)^2 - def2^2) = √((9 / 2)^2 - 5^2) = √(20.25 - 25) = 0 (actual was 1) and the maximum attack should be: <sp
With a view to being able to number crunch easily for balancing mods I've started to put together a battle calculator spreadsheet in excel using Derek's post here as a basis. Trouble is, the numbers don't really stack up and I was hoping for a little guidance on what had been changed please. My calculations are based along the following lines: Unit stats:
I also support the more subtle advances in the scaling of attack and defence values across equipment. In the game a difference of 1 or 2 numbers can mean a lot of difference in damage.