[quote who="Lord Xia" reply="8" id="3236655"]So what are you doing with HP? HP should have a higher base and a lower growth than they do now. [/quote] Via the change log for .981 they have Changed hit points from 4 (base) + 4 (per level) to 6 (base) + 2 (per level) so a few levels don't make such a dramatic difference
parrottmath
thanks... it was late.
Very nice. I like the ideas that you present here and the goal of what you are trying to achieve. By this description alone I am very excited for the upcoming game.
[quote]I received an Ignys bow from one of the quests I completed, and I wanted to give it to one my Henchman (A standard Torchbearer). I can pull up the trade screen, and succesfully trade and equip several different melee weapons and shields. However, when I trade the bow, it disappears from the champion who was holding it ... but does not reappear on the henchman's inventory. I reloaded from autosave several times to test it out. The bow just disappeared into lalaland. (it didn
[quote who="UmbralAngel" reply="17" id="3236466"]I think the main AI change you could make is that AI controlled units need to stop attacking adjacent units exclusively and run around to get at your weaker units that are hiding in the back. Currently it is way to easy to rotate weaker units or to keep archers safe in the back. [/quote] Agreed I did game the AI unintentionally by having my pioneers in the back and the AI couldn't get to them, they ignored my other units. I
If you are building an object and "shift + left mouse click" anywhere on the map, then the city info panel goes away, although the build menu is up. I'm not sure if this is intended feature or if it was unintended. I would point out that this goes a long way in building a city, but in order to bring back the city info panel back you need to be done building. I would prefer a hot-key to remove the UI and still keep building, that same hotkey bring back the UI instead
"Your majesty, ever since my parents were murdered by the syndicate, I've been on my own. I would never have made it , if it weren't for you 'Bill'." or "Your majesty, ever since my parents were murdered by the syndicate, I've been on my own. I would never have made it , if not weren't for you 'Bill'." Good catch on the grammar typo. But
[quote who="Tuidjy" reply="13" id="3236373"]There are quite a few completely different kinds of kiting. I see at least three types: Mage kiting with spells - mana costs should take care of that. Archer kiting with a bow - have limited ammo. Fighter/assassin dashing in and out - have an automatic attack against anyone breaking out of melee. And for everyone, have regeneration unable to heal more than N times your health per combat. Once it has run out, flash a message "Your
If you move a champion past a quest location and the champion stops there because of movement end, the dialogue displays No dialogue should display, if you don't intend to stop at the location (this goes for any unit as it can be quite bothersome). If you would like the save where a hero is set up to do this let me know.
cardinal direction your link is broken. Can't wait for the balance changes.
crtl + tab --- the select achievements I did not have a crash when I opened up my achievments. you should post your debug.err and crash data.
[quote who="Derek Paxton" reply="11" id="3236112"]Avast ye Bone Ogre Lord and Ophidian be more fearful now[/quote] Hehehe.... I love it. [quote who="Derek Paxton" reply="11" id="3236112"]MinTurnsToConstructOrTrain reduced from 3 to 1 ...[/quote] ye capt'n demands better from ye land lubbers!
E. Water walking would be a good spell. Units with the natural ability to water walk could be classified as swimming. I'm thinking sharks and stuff. Nice if the swamps get the added element of bogs (shallow lakes). There are a couple of classes of ships, specifically you have river ships (those with a shallow draft, allowing them to navigate the shallows of the water) and deep water vessels that allow navigation of the deeper water. There could be special beach tiles that
Nice that they talk to you Derek about bug fixes... :)
Try running the game with /nomultisample See if this fixes your problem. edit: mispelled /nomultisample
[quote who="seanw3" reply="5" id="3236002"]You guys should update the spell to open 100 demon gates across the realm. I did a little modding and found it to be quite fun on a large scale. [/quote] I think that this should definitely be a separate spell... Let the lords of chaos rule.
[quote]When monsters conquer a city, they destroy it but they no longer raze it[/quote] Does this mean that we can make a quest to get the city back? you know for modding purposes.
I think alot of players research civics first to get the ability to rush. With this they are able to push out buildings and units a lot quicker, while they spend time to research other things. I don't necessarily see a disadvantage in researching other trees first. The Merchant Bazzar 1 only allowed in the world. If it is in the que of another nation, you can't build it unfortunately.
[quote who="Derek Paxton" reply="63" id="3235930"]Quoting Mistwraithe, reply 58 quoting post The tax rate is applied to the entire cities gold production, running with low taxes is much harder now By this do you mean that the tax rate is now applied to the gold from Merchants etc too? If so then I hope you have increased the gold bonuses from these buildings accordingly. If Merchants now give 1 gold x tax rate (ie 0 or 0.1 gold usually early game?) then t
I sold the game to a few of my friends with the promise that multiplayer would be added. Soooooo.... I hope that multiplayer becomes the next addition.
Out of curiousity, is the release date for this on Thursday, or are you giving us a surprise Tuesday :)
*bump* don't want this to get buried as it's easily reproducable.
The strategy of being able to snake your city has been there for many other 4x games with single tile cities. Although there were drawbacks to placing cities next to each other, one can still apply the ability to gain resources from both places. This game offeres a unique way to accomplish the same idea with a single city. That is a clever implementation of a mechanic of creating choke points AND resource grabs AND highways. The strategy does not come from where to place the initial hub, but
[quote who="Kongdej" reply="13" id="3235388"]Quoting parrottmath, reply 12 Quoting Kongdej, reply 11(So I stopped posting about most of these bugs cause I can't be bothered wasting hours on being "ignored") It may seem that way, and they do try to tell us that it's on their ticker when they can. The problem is that they have high priority fixes and low priority fixes. I found a bugs I have reported (never got a reply) in beta 3 and they finally got fixed in beta 5. It
[quote who="Kongdej" reply="11" id="3235367"](So I stopped posting about most of these bugs cause I can't be bothered wasting hours on being "ignored")[/quote] It may seem that way, and they do try to tell us that it's on their ticker when they can. The problem is that they have high priority fixes and low priority fixes. I found a bugs I have reported (never got a reply) in beta 3 and they finally got fixed in beta 5. It takes time to get to all of these bugs. Unfortunately h