player1_fanatic

player1_fanatic

Joined Member # 2487161
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[quote who="TroubledWaters" reply="59" id="2775375"]So... has anyone figured out why it costs food to get money buildings? It's not like food is abundant or anything, this makes merchants an absolute no-build ever. 1 food for 1 gildar per turn is a horrible deal, I'm not sure who thought this would be a productive change. This is just bizarre.[/quote] Agreed. I already had markets at lowest priority before, due to its food consumption, and only built them if I'm pretty sur

86 Replies 48,363 Views

I explained issue in one other thread. The problem is that spell reduces base attack of unit, while on the other hand, when penalty is calculated it takes total attack of unit in consideration. So unit with lots of strength has big total attack, but not so great base attack. When base attack attack is smaller then half of total attack (which is pretty much with every unit with strenght over 20) you'll get negative value. Similar issue exist, if confusion is used agains

2 Replies 4,365 Views

I would like it to stay as it is, with UI tweak to make things clear. You should not be able to "cheat out" researching recruitment tech tree (thus making you safer from creature spawns), just because you have extra gold to pay expensive heroes. If you want good heroes, you need to increase monster spawn... period. P.S. In my 1.07 game, I have dozen of heroes and haven't taken a single tech in recruiting sub-tree of adventuring. All that, because I'm swi

245 Replies 844,538 Views

The biggest problem with shop costs is that a single common solider can be equipped much more cheaply then hero, and only advantage hero has in combat against common soldier is bigger health and slightly higher attack/damage due to stats. Not to mention that hero health advantage stops being advantage after soldiers are grouped in parties of 3-4, increasing their survivability dramatically. Or if they gain level or two (soliders gain 3hp per level, 4.5hp if experienced, 6hp if veteran

7 Replies 3,571 Views

[quote who="dragoaskani" reply="5" id="2774994"]Remember if you are using a 1.07 save game the default behavior is to use the old 1.07 xml thats tied to the save game. Start a new 1.08 game and see what happens then.[/quote] When we are at this: Could it be that real reason why old or modded games are affected with misses, is due to change how shard numbers work. Previously, num_shards stat gave value of 1 with 0 shards (2 with 1 shard, etc...) and it was multiplied by base dama

10 Replies 9,976 Views

[quote who="Chibiabos" reply="38" id="2774635"]They still haven't fixed the civ traits like Pariden with "Civilized" and "Influential" which actually have no in-game effects whatsoever, so far as any player has been able to determine. Settlements don't cost anything to establish, so Civilized's "Costs less to establish settlements" does nothing, and "Influential" claims to have increased settlement influence, but players have tested and found that doesn't work, either. I

245 Replies 844,538 Views

Success! I figured how to fix it. Unit abilities are defined in CoreAbilities.xml. There, every ability consists of one or several AbilityBonusOptions (for example, Clarity has several versions that regenerate 1, 2 or 3 mana). Well, what was wrong was that internal name for AbilityBonusOption for IceBlast is IceBlastAbility, not IceBlast. So changing Ice Lord's SelectedAbilityBonusOption tag to use "IceBlastAbility", instead of "Ice

36 Replies 26,402 Views

I think I know what's the issue with Ice Lord and it having mana regen, but no special ability. Unit is bugged. Look at the unit definition in CoreSummonedUnits.xml: [code="xml"] 0 gfx/eye

36 Replies 26,402 Views

I don't have save when exactly this happened, but in my old backup save Gilden had city that used Water Shard as wild improvement. On the other hand, in my current save, that city doesn't exist anymore (probably destroyed by monsters), and Water Shard is completely gone too. What's more interesting is that currently there is not a single Water Shard on the map (just checked with cheat mode), making Spell of Making victory impossible.

1 Replies 3,374 Views

I noticed that there are many units whose 3d models on strategic map don't scale. They are stuck at "Large" scale. I noticed this first with horse versions of heroes, where soverign would scale and some other heroes would not (and would appear oversized, if using normal or proportional scale). Only if I set unit scale to Large, proportions between units are ok. It happens with many monster too. For example, some shrills will appear small compared to the tile size, while some o

0 Replies 2,980 Views

One issue here is that AI never builds cities in areas without resources. That could lead to big pockets of never claimed territory, even between AI cities. And where is unclaimed territory, there are monsters.

22 Replies 18,500 Views

[quote who="Thizzbaby" reply="1" id="2772906"]Diplomatic - unfourtunatly this is how it works in real life more or less, big army & massed resources = Allience or treaties. Almost every 4X game i've played works the same way. The A.I can't win this way so its up to you if you want to cheap it or not.[/quote] Not really. Big army and can lead to many allies, but also to many enemies. Real world example: USA. P.S. I've got idea

17 Replies 14,784 Views

One aspect of game that feels underwhelming to me are victory conditions. 1) Conquest Closest to "hardcore" victory for any 4X game, with only difference that killing sovereigns destroys their nations. 2) Master Quest Too easy to start. Usually, adventure tech tree is beneficial whatever you do in the game (conquering, expanding, building up), due to amount of gold that can be unlocked through goody huts, so even if you don't beeline for it, at one point you'll

17 Replies 14,784 Views