player1_fanatic

player1_fanatic

Joined Member # 2487161
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[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.

22 Replies 17,664 Views

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.

265 Replies 686,115 Views

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.

22 Replies 62,948 Views

[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]

265 Replies 686,115 Views

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

67 Replies 40,465 Views

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.

101 Replies 50,824 Views

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.

15 Replies 10,768 Views

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

432 Replies 952,188 Views

[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]

432 Replies 952,188 Views

[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.

101 Replies 50,824 Views

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

5 Replies 9,392 Views

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

15 Replies 10,768 Views

[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

265 Replies 686,115 Views

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

186 Replies 347,228 Views