It would be kinda cool, if it is actually was pre-cataclysm leftover. I mean, we have Lost Libraries, old Growth Forests, why not some old roads too.
player1_fanatic
[quote who="BoogieBac" reply="1" id="2743259"]Oh, yeah, i guess that would happen...overwriting dosent clear the old data, it just overwrites it, expect for things that can be stacked (GameMods, sfx, etc) where it'd actually add that item to the list to the existing items. Added to the bug list Thanks heavenfall![/quote] As far as I see, this still isn't fixed with 1.07, and hampers modding community. My impression was this is was going to be fixed ASAP.
That's case from 1,05 and forward, when almost all units got 2.0 combat speed.
About minor factions: They need to be self sustainable. To be able to function well with just one city. And that means at lest one golden mine (so they could house defensive army) and maybe some other important resource. It could even be something related to their flavor, and not random.
Empire has good things to. For example, you can research very quickly in war three (however it's called) techs that give two buildings that decrease training of troops by 25% (for total of 50%). And buildings themselves are super cheap. And both are buildable by level 1 cities. Empire also gets very quickly housing tech that gives 50 population capacity per food.
Although his dialog doesn't imply so, hiring Janusk deducts small random amount of gold from your reserve.
[quote who="Aerion Istari" reply="129" id="2756198"]Most people like the basic mechanics you have in place already for magic. The biggest nuts and bolts complaints are that all magical attacks go against the target's defense rating and that magic damage rolls (all attacks for that matter) are a straight '0 to n' damage roll. Change these two things and expose a bit more of the mechanics to modding, and modders can do a lot of the work to making the magic system less bland.[/quote]
Heh. I did small 60 turn test with Paiden. On 13th turn borders increase to 2nd level, like with everyone else and that's it. No more increases of borders exempt if city is leveled up. One exception: building town hall. It will project eventually 3 tile border around itself. But I think it happens with other races too. Also, admin cost was 1.0 (town hall maintenance: -1), so no discount there either. P.S. I would love some evidence that a
Hmm... So 1lvl town could get 3rd level borders? I wonder why things like this are never explained in the game...
Well, I haven't seed any benefit of Influential. What exactly it is? Didn't see bigger radius, din't see it getting quicker.
It was 1.06. He said there where 3 patches after release. He even said that campaign got a bit better due to it (extra tutorial tips are added with 1.05) Still... all critical points are valid with 1.06 too.
When I got that Azur(?) brestplate, info screen said that my hero can't wear it and suggested selling it. But then, J guy was able to wear it. So I guess selling it is just friendly advice (so that player doesn't feel cheated), not a must.
Btw, while I do notice all mentioned performance improvements in the game, performance is still not "great". It's playable, but notas good you would expect. Also, Catalyst in Overdrive tab still displays 0-1% activity for GPU (other games have much higher values), and CPU barely ever goes above 30-40% (3 core phenom 720). So why doesn't game use all available resources? What exactly is the weak link that keeps both GPU and CPU underutilized? ^Tested in windowed 1280x800 AAx8 m
Heh... got same brestplate. Azur something... Gave it to J guy (can't remember his name).
Still, all points in review are valid. Although score could be better.
[quote who="weller1980" reply="403" id="2756043"] disabling the outlines around objects gave me a massive performnace boost, is this graphical option here to stay or is it a short term measure? [/quote] Why would they remove a feature? Plus it's aesthetic preference. I, for example don't like cell shaded look, so losing those black outlines improved graphics for me. [e digicons]:grin:[/e]
[quote who="jshores" reply="15" id="2755999"] Actually, if you read the article, it is pretty obvious the guy played the game extensively, on 4 different machines even.[/quote] Nope, he mentioned 3 patches. So it must be 1.06. Which makes sense since it's the only patch that lasted almost a week.
About temple. I|think it's just a text bug. Text description generator assumes that bonus value in XML data files is multipier of 1, for essence boost. So if value in XML is 50, it will think it's 4900% bonus. On the other hand, actual boost of essence uses that numer as percentage, so value of 50% indeed does +50% to essence bonus. . Fun fact: in 1.06 or earlier, value was 1.5, so text screen showed correct 50%, but actual game effect was 1.25%. For shards, text shows
Note that Traveler boots don't fit male fallen model (3 races, exempt Wraith). So they may be intentionally disabled to use them. Still, with current ruleset, only first human faction, Men, can use those boots. While other human factions can work around and upgrade basic peasant unit (which also uses Man race). Also, that J guy you get at start is Man too, so he can always use those boots. . These are also some other items that have similar restrictions, but with no go
[quote who="Arkenor" reply="20" id="2755353"]It's a pretty massive bonus, that's for sure.[/quote] On the other hand Paiden, is pretty crappy faction. I haven't seen influential doing anything, and there is no any cost to settling, so Civilizerd doesn't do a thing either.
[quote quoting="post"]Magic System Changes. This is an area that’s going to get a lot of changes. For instance, Essence will become a boolean (true or false). Your mana will come from a global pool of mana that is from the shards. The elemental spell books (earth, air, fire, water) will get moved out of character creation and into the tech tree so that players can determine what spell books they want. Various spells will gain a mana “maint” rather than using “enc
It also looks better without outlines. [e digicons]:grin:[/e]
I'm only talking about spell boost. Essence bonus was never an issue.
Heh.. I understand. But maybe... I guess... balance tweaked spells could do in separate xml file. Just to make things more modular.
I posted my theory in other thread: That maybe enemy shards get counted instead, since after all, game doesn't know to pull properly [UnitStat_NumAirShards] or similar value when doing calculation. Should it get it from target unit or from the caster (since ValueOwner tag is missing in final calculation)? When ValueOwner is properly defined for final calculation (that includes shard number), spells do proper damage. This could also explain why Heal scales fine, even without Va