From what I've found animals never take the city but brigands/darklings do. I liked this aspect because animals wouldn't raze a city, only kill people.
Das123
Peasants and Pioneers start with 10 Constitution while new designed troops start with 5 (a couple of extra hit points). To-hit percentage in battle unit card seems higher than results and don't stack up to the formula we were given a while back (would be nice to know how all aspects of combat is calculated now please). Ranged weapons to-hit and damage show as zeros in the battle unit card.
Updating now from q to r. 8Mb :)
[quote who="BoogieBac" reply="9" id="2839611"]...I actually wish we had been doing this all along...it's a great comminucation tool, mostly during the beta phases.[/quote] Yes. I've got to say I hated the 1.0 beta process because of not really getting an idea of what was being addressed and whether all the hours spent writing feedabck etc were of any value. But the 1.1 beta process has been very enjoyable.
Yeah, I'll take that on the chin. When I wrote the grumble my head was saying 'Don't post it - its only been 24 hours' but I clicked 'Post Reply' anyway. After all, my posts are of vital importance! ;)
I feel like my troops are playing MineCraft when armed with WarStaves. :D
I wouldn't mind better polearms added in later in the tech tree, such as pikes, but the war staff is just a long club. And spears are just sticks with a sharpened end. These should really just be considered cheap entry level bronze-age weapons until your metal weapons kick in. Once troops have swords and maces they should be a little better than lumps of wood. :)
1. Occasionally the unit cards are missing for designed units and are replaced by a black image in the city/unit lists. 2. In the bottom of the main screen is a circular image area to illustrate what you have selected. This has a strong reflection across the top that gets in the way of the image being displayed. I'd get rid of this reflection but leave the bottom one. 3. The to-hit percentages in the battle card seems off. I've
Is what I'm asking for too difficult for anyone at Stardock to answer? I would have thought that anyone working on the mechanics of the game would know how damage is applied. Seems to me to be extremely important information for anyone looking at modding or balancing aspects of the game to understand. Otherwise we are just guessing as we go and hoping for the best.
Notice that Travelling Boots has been fixed but weren't there also a few of the cloaks etc in the same situation?
That still doesn't give the correct result as per in-game: Basically the minimum would be whichever is less of the following equations: √(att1^2 - def2^2) or: √(att1^2 / 2) <span style="font-family: courier new,courier; font-size
Lol :D
Thanks for the responses. Had a look in the debug.err file but all it is really doing is showing the same info as in-game. No real clues in there as to how the calculations are made. Guess I'll need to wait until someone from Stardock reads this.
That still doesn't correlate with the figures in-game. In the above example Spearman1 minimum attack should be: √((att1 / 2)^2 - def2^2) = √((9 / 2)^2 - 5^2) = √(20.25 - 25) = 0 (actual was 1) and the maximum attack should be: <sp
With a view to being able to number crunch easily for balancing mods I've started to put together a battle calculator spreadsheet in excel using Derek's post here as a basis. Trouble is, the numbers don't really stack up and I was hoping for a little guidance on what had been changed please. My calculations are based along the following lines: Unit stats:
I also support the more subtle advances in the scaling of attack and defence values across equipment. In the game a difference of 1 or 2 numbers can mean a lot of difference in damage.
Been playing the latest version and while I've been enjoying it I'm now starting to follow the same proven strategy (which I'll detail below). One of the big issues with Elemental 1.0+ has been the 'Runaway Train' syndrome where once you get a small lead you can quickly gain momentum with it and become unstoppable. The challenge for Stardock is in how they cater for this. I've also added a few suggestions at the end of this post. Rather than tweaking the AI to make use of what is curr
Awesome work Heavenfall. This is great. :)
I had something similar playing as Capitar. What it was in my case was that one of the children had grown up and spawned two invisible Sentinel units (they weren't anywhere on the map). The two units were shown in the list on the left hand side. All I did was select the group, then select each one individually, and disband them. After that I could keep playing. Not sure if your problem is the same.
Taking a leaf out of Derek's changelog threads I've updated the OP with notes from 1.0.9p. :) Still really enjoying the game.
YES!!!! Please get this fixed! We need to see the city stats more than the build list.
I've had this sort of thing as well. Attacked a city with my sov and a heap of others in the stack. No-one killed in the battle except for a familiar yet after the battle most of my best champions have disappeared. The battle destroyed an enemy so maybe that triggered it.
[quote who="Cruxador" reply="1" id="2835545"]Caravans are the "Trading" tech in the diplomacy tree, at least for Kingdoms.[/quote] I think this is a Capitar-specific bug. Capitar is supposed to start the game with the Trading tech and while you can setup trading agreements with the AI the caravans aren't functioning. Other players have reported this as well.
[quote who="asadex" reply="2" id="2835481"]How do you get money? Simply, Sell an unplayable game at 39 Euros Use customers as testers before the official release and after also. Spend your day saying " next patch will solve every problems " Promise free features because of people don't ask you money back [/quote] Lol. Disagree with the underlying sentiment but still made me laugh. :)
I'm another Captiar player who can't build caravans. But I'm loving the game now BTW. :)