parrottmath

parrottmath

Joined Member # 3119455
1 Posts 352 Replies 25,812 Reputation

This would explain a lot about the ai. Hope one of the dev's see this and determine if things are working the way you suggest. Because if it is I totally agree and it appears that you may be right.

16 Replies 14,126 Views

I wouldn't complain about another rate between 0 and 40% say 20%, as this would cause balance to the current system that has 0 40 50 60 70 90 The system I pick would be 0 20 40 50 60 70 90 None, Mild, Low, Normal, High, Brutal, Oppressive But I already know this easily moddable from looking at the files. But I wouldn't advocate this to be in the vanilla game. I'd never use None or Mild anyway.

42 Replies 17,504 Views

[quote who="MiamiBigAL" reply="22" id="3239621"]There needs to be a way form getting from level 1 to 2. That used to be beating up on creatures such as mites. That is no longer the case, so I ask....how the F**k do I level my crappy tarth sovereign with -8 initiative and a pee shooter when the worst creatures in the game are now dark sorcerer clones?[/quote] I play Tarth an excess amount of times. I level my Tarth hero by Hunting Beasts... like wolves or bears. A bear cub

47 Replies 12,799 Views

In the change log. .981 "The tax rate is applied to the entire cities gold production, running with low taxes is much harder now." I agree with you seanw3 that this tax change should have been clarified before it was buried in the change log. I don't recall much talk about the new tax system, but I do like the new system. It is simplistic and makes sense, although it is not as easy to figure out how much money you will be making if you build such a building. Bu

42 Replies 17,504 Views

From my understanding to the tax system is the following. Every building gives you a gildar bonus say merchant is +2. Now this represents the amount of money you would get under 100% (more than oppressive) taxes. But being a reasonable leader you tax at say... 50%. Thus, you only get a +1 gildar per season from the merchant. Namely that percentage is the percentage of the gildar you are going to get for the tax rate. The info cards is the amount of money that the merchant prod

42 Replies 17,504 Views

[quote who="GFireflyE" reply="16" id="3238959"][Tweak] Need to build a pioneer first thing every game. Game starts shouldn’t be so automatic…[/quote] This game start is very popular with me as well, except when it comes to building a city next to a forest. Then I usual choose to build a lumber-mill then 2 pioneers. The production boost is invaluable in that situation. Not sure if there is a good way to change this automatic start.

33 Replies 24,227 Views

[quote] Still though this game gets so laggy its unbearable. I have a pretty rocking gaming computer too. The bad performance is what makes me quit games when I play them. I have tried it on all map sizes, it seems like its something with the AI code if you ask me. [/quote] I played this game after many turns on large with 7 enemies and do not have any performance lag to speak of. I'm running this game on a laptop, as well. I don't know what performance issues you are speaking

2 Replies 5,464 Views

This is exactly the problem I reported. The problem lies in having tooo many units in the fallen-enchantress folder in your documents. Basically if you delete a sovereign from the main screen the file is not deleted. If you clean this folder up, it should resolve the problem for you. But it makes it a little annoying if you have too many units there.

4 Replies 3,372 Views

There are a lot of tool tips to change to indicate that the tax rate determines the amount of gildar gained from any source. So the understanding is that 100% tax rate gives you what the description says and a 50% tax rate gives you half of the current tool-tip value. So the understanding that the tool-tip is how much the building is making, and thus, we are taking a particular tax from that buildings income. This definitely needs some description as to what is going on otherwise you

6 Replies 5,065 Views