At least now we know where the pony request was coming from. XD
GFireflyE
The algorthim for determining chance of event needs to be changed imo. For example (and without using actual figures....and please correct me if I am mistaken), currently we have a %chance of 1 event every 50 turns. That doesn't mean that in 50 turns we'll get 1 event. Nor does it mean that we are guarenteed at least 1 event in 50 turns. It simply means that each turn has a 1/50 chance at receiving an event. The reality is 1000 turns can go by with no event. I su
Been in Mexico and haven't even seen this mod! WELL DONE parrottmath! Will be adding it to the mix when I get home today. XD
Enough has been said here for me not to include my dim view of the Adventurer's Guild.
[quote quoting="post"] - Should developers dedicate some work to improve the mechanics with Insta-roads and city snaking? 1) No. Leave them as they are. Accept it, and stop buggin'. 2) I don't like insta-roads. City snake is ok. 3) I don't like City snake. Insta-roads are ok. 4) I don't like both of them. I would really like they find a better solution. [/quote] My answer lies with #4. Howe
[quote who="Stuie_" reply="56" id="3279641"]The only time I have issues with frequent smaller updates is when: a. they break save games b. I'm forced to install them c. they need to all be applied individually if I come back to the game after some time. (Neverwinter Nights is a great example - you have to apply like a dozen patches to get the game up-to-date if you are doing a fresh install) As long as none of these are true, I have no pro
Interesting point. Probably should be that way...
He might have been pushed off his lair by an AI.
I do really like this concept, though with parrotmath's snaking mod operating perfectly, it really doesn't matter to me anymore. However, I currently find little reason to build the +1 ZoC buildings for the +1 ZoC effect. If your city's ZoC did not expand with the addition of new buildings, than these ZoC buildings would have way more importance. Also a very good point mentioned above in that you have more control over your city's ZoC when it comes t
[quote who="willie sanderson" reply="18" id="3279527"]I'm sorry but I disagree again. If the Russians invade and take Washington they aren't under any obligation to wait 5 days before burning it to the ground and Washington has been around over 200 years so tough if the Americans lose their precious Washington after building it up for over TWO HUNDRED YEARS. lol Razing should be IMMEDIATE if that's what the AI or the player wants to do just like in Master of M
Adding a little bit more to the scenario: It seems that when I enter a city properties screen, the crunchiness of the UI is almost sure to happen. Might be an indication where the problem lies...
There are two types of penalty that exist for cranking out cities: First, if your cities are not connected to your capital in some fashion, you receive major unrest penalties. Second, your prestiege is an empire based value. Therefore, the more cities you have, the slower they all grow. Third, there generally aren't many locations to settle in the first place....that in itself limits how much you can do. In any case, it's been consi
White horses!!?!? That would be a sweet find. Maybe it wasn't a horse.....maybe it was a Unicorn disguised as a horse. XD
K. I'm working towards testing this in my current game. I'll let you know if I come accross anything fishy.
To add further information to the problem I am experiancing, I did notice that my processor memory is around 760MB at the time when the game UI begins to crush on me. Don't quite understand why that's happening since in 1.0 I was able to run the game at 1.8GB of memory without any hangups. I run an Intel Core(TM)2 Duo CPU E8400 @ 3.00GHz, 3.00GHz, with 3.25GB of viewable RAM. WinXP Proffessional, 32-bit, Dual Core functioning.
parrottmath just released an eMod that fixes snaking so it operates the way it was originally meant to: https://forums.elementalgame.com/436856
[e digicons]k6[/e] parrottmath !!! Thank you very much! Two questions: First, does this mean that players have the option to build piers and lumber mills on any tile?? Or just the river and forest tiles those building types are meant to be built on? Second, do you know how the AI re
Very nice. Thanks.
Agreed and fantastic idea. In addition, the spell of Making should be VERY taxing on your sovereign. He should HAVE to cast it from his capital. He should HAVE to remain in his capital during the cast. The cast should take an lengthy duration to cast. For a medium map, it should be no LESS than 30 turns. EVERYONE should go to war with you as you cast the spell. I know this sounds grim, since you have been focusing on tech and not military m
I don't have a problem with the scenario's length. It's also a great story line. Problem I have it's the surrounding features: You get a city in each map, but it serves zero purpose other to perpetuate your research. Your research tree is the same for all three maps. No new techs can be obtained, so your city just gets to rebuils itself three boring times. Since no new research is added, you can just reseach everything while on
Good Morning Sadly, I must report that the problem I began to encounter in 1.01 has still not been fully fixed. For some reason, after about 10 min of play, the UI becomes VERY crunchy. I have lots of room on my processor still, so I'm leaning towards the problem being somewhere in my video card's memory. Could there still be some kind of memory leak occuring in the game? For your referance, I run a 512MB NVIDIA GeForce 8800 GT. As is, I can play
This reviewer is saying the same thing the others have: Sandbox mode doesn't have enough RPG intergrated into the experiance. Diplomacy is overly simplicated. Tactical combat isn't advanced enough. Content is lacking, but community can thankfully fill that in. I think the score of 7.9 is fair all considering...
Love the updates! If you're willing to release them, I'm willing to play them!
[quote who="vesa2" reply="21" id="3278434"]What it is is silly. I understand all the reasoning for avoiding manual placement, lack of AI's ability to use the benefits of manual placement, half-assed strategic decision of building on this plot or the next.. .. but in the end, all of that is just silly and takes away from the game. Cities are supposed to grow, having growth needs to be rewarding and having that reward come from a goal you can visually see gives i