First of all, 12 men in a stack x 12 units in an army = 144 men on each side. That's 288 men, way more men than what's in the picture. It only looks more "epic" because they are spaced out and seeming to fill the screen, that's nothing more than an optical illusion. Secondly, you CAN have more than 12 "units" in an army with the current system. I upped this to 16 the other day to check, and the game lets me do it just fine. You just have to make sure to edit the formati
Kalin
I'm actually so lazy that I have the auto save at 1 turn, the game always crashes at certain turns for me, the first is around 145-160, then, depending on which turn I load up on, it would last some 60 or 70 turns after that. Usually I'd be so dominant by that point that there would be no further point on continuing the game, so I mess around with something else in a new game. It's kinda annoying because the game doesn't even bother to use all the available memory (it u
Hmmm... am I the only one thinking we're going to need some kind mod manager in order to keep track of which one we want to activate? Just shoving it into a Mod folder and a Quest folder isn't going to cut it. Remembering which xml file does which isn't exactly the most ideal solution when the number of mods start growing.
I just want to quickly add that if the devs are reading all of these, I feel your pain. There's a lot of good ideas but some of these sounds like it'll need a new game and a half to implement.
I'm with Nick-Danger on this one, I'm not sure how you can come up with the conclusion that the lv1 teleport spell is bugged and only intended to teleport sovereign only. Let's review the facts: Lv1 Life = Teleport, moves army with leader, costs 5 Lv3 Death = Spirit Dance, moves army with leader, costs 5 Lv7 Air = Teleport Friends, moves army with leader, costs 15 For this I can conclude: A ) All teleport spe
Hmm, I've noticed that too. Sometimes, I'll get maps that spawns nothing but wrags, and sometimes I get maps that spawns all horses.
Put it this way, a single catapult is usually enough to take out a wandering troll party (sometimes with 300+ rating). They are certainly much much stronger than 4 Observers (heh). Although since they are pretty cheap to maintain (comparing to squads and companies), you might as well put two in a city (once you have the resources) just in case you get unlucky and roll low. The only real problem with catapults is they need a lot of mats (and some iron), so you have to be prepared ahead either
[quote who="cwg009" reply="119" id="2771600"] I think if they implemented the steep gold maintenace costs you suggest (which, don't get me wrong, I think would probably work fine for mid to late game), they probably have to code it so everyone is guaranteed to get a gold mine at their starting location. Or they could do some sort of inflation mechanic for the maintenance costs as I previously mentioned. Perhaps even better, they could implement something like taxes, which
You can use the catapult strategy while building your own cities as well. They make excellent defenders in particular because of their slow map movement (which is why organize is so extra cheesy with that strategy), They are also very easy and quick to get comparing to most of your other units, since you have to research not only the needed weapons, but also party/squads/company and experienced/veteran/elite. The only reason you don't want to expand too early is to get the maximum effect out
Your work is nice, but I wanted to point out 3 problems: 1: Time. There are tons of characters in game, not just sovereigns, but champions, basic units, etc. If you're talking about detail painted info cards that takes 1 hour tops, I will point out that I can generate the card in .05 seconds on unit creation. 2. Resource. This is two fold, First is Stardock's art department own ability to develop many types of textures for skins. Even if you put i
[quote who="eHandel" reply="115" id="2771409"] Quoting Hadberz, reply 111 One more "IF" for the game. Four patches and two hotfixes and still there are tons of "IFs". The problem is the main game designer knows the theory but lacks practical understanding about how this game exactly should be made. The result so far - tedious (and boring)micromanagement and lack of most obvious interface options. So don't hold your breath for "good city management screen". &nb
I think we should try to focus on the basic mechanic before adding tons of stuff to it, so I'll just stick to these: At the moment the biggest problem in my mind is the 1D roll on defense. As it is, you'll never be able to have a melee champion or sovereign. The reason is simple, one bad roll = dead (especially since ATK is many times more than HP in most cases). Defense has to either be 100% straight reduction, or a % of damage mitigation, or both, one value for straig
I'm not sure what you mean Raven, I was talking about the base game, with a royal sovereign and a kingdom faction using pubs and inn, getting to level 4 isn't hard at all (the palace and great theater makes getting at least 2 level 5 cities very easy). It's true that I've been trying various mods to see if it helps, but I wasn't referencing those tests at all. As mentioned earlier, the reason I end up building outposts inside my ZOC is mainly to build a study to beat th
This is a rather well known and acknowledged problem, there are actually a lot of the topics regarding this but they got pushed down a few pages (or are in the subforums). Apparently SD is going to have the AI protect their Sovereign more (only fight if it has a massive advantage) in the next patch, so I guess everyone is just waiting for it to see how much it improves. Not sure if they have settled on a solution to the empire destruction, but last I checked, they are considering using the dy
[quote who="cwg009" reply="79" id="2770596"] Good post overall, but I disagree with you about increasing influence generated by cities. The whole reason I like this idea is precisely because it does allow choice: players who don't want to spam cities no longer need to, players who do want to spam cities still can. Right now I have no choice, I have to spam level 1 cities to fill in the gaps between my big cities that actually have resource nodes. I do not want to be forced to do this. Bu
WARNING: doing this may spoil the game for you, but if you want tips, here ya go: Start with a kingdom faction (easier to start), use a sovereign with organized (for extra cheese), make sure to build your capital near a tech library. Don't try expand like crazy and leave your cities practically undefended, just stick around your main city, build up your city and a few conscript (upgraded peasants with staves) just to get everyone off your back for having no military. Th
Making a city cost 1 food isn't going to stop city spamming. First of all, there's the problem of the capital city, which will starve as soon as you found it. Secondly, the way caravans work right now, making a city and sending a caravan to your highest food city will more than make up the 1 lost food. You'll usually gain 2-3 even, even more as you expand further outwards. Essentially, if you make cities use more food, people will have to build even more cities and use those caravans to make
I've been experimenting with the new resource idea myself. Right now I'm trying it out on Elementium, basically the idea is to have the sovereign generate Elementium at a set rate, making them extra valuable, and Elementium resource units more viable. I'm running some tests to check if their children will end up generating said resources. If everything works out, I'll add Elementium to pioneer cost to see if it will do the trick. Will keep you all posted. Quick update:
There's still code in the game setting for how much essence founding a city would cost. I haven't played with it much though, with the way the AI builds cities, their sovereign will be an empty shell real quick.
I don't think anyone has a problem with a couple of cities "out in the wild" (not next to resources), I certainly don't. The problem is when you're putting up lvl1 cities EVERYWHERE including inside your own influence, because each one gives +1 tech, arcane, mats, gildar and generates a caravan that gives bonus to food. At that point you have a ton of tiny little outpost that does basically nothing except making the empire tree a complete mess. Edit: if you are smart ab
[quote who="Gnilbert" reply="126" id="2770007"] - Create a (non-spell) ability for a (non-sovereign) unit that can be used on the strategic map. An example would be the ability Scout: Until cancelled, target applies movement speed as a bonus to line of sight, but movement speed is set to 0 (or 1, maybe). The best part here would be the GameModifier that actually gives the ability to the unit for overland use. [/quote] Just thr
As mentioned earlier, increasing pop requirement on pioneers hurts the AI pretty badly. Their settlement won't be able to grow fast enough to match, as a result, certain factions (kingdom with royalty sovereign) will just steam roll the others. Edit: As for your suggestion PiersAS, on a typical kingdom capital, if you research the first 2 adventuring tech immediately before expanding, you'll have 12 food. Unless you plan to make caravans completely useless or just remov
The problem with adding food cost to city hubs is that your first city will kill you. In other words, you'll starve as soon as you found your capital. Even if you were to fix this somehow with a capital bonus, you'll only create a situation where it's tough at the start. After the first few cities, you'll still have the city spam situation due to trade caravan producing food. If you make a city, then make a caravan that gives a 30% food bonus to your capital (that might have 12+ base food pro
@ Yellowstone_1872: I haven't played with calculate all that much, but the expression SHOULD look something like this (Note that this hasn't been tested): Unit AdjustUnitStat UnitStat_HitPoints <Calculat
That's pretty creative... personally I just stick (G), (A), and (T) at the end of my city name upon foundation. I found that I had to come up with a list of names that I always use just to remember where which city was as well, random names becomes very hard to keep track of for some reason. Cities that I capture all has their old empire name as well, as in: Magnar (G) and Periden (T). I generally only capture one city and kill the sovereign, so it works well enough.