Hadberz

Hadberz

Joined Last seen Member # 640253
4 Posts 52 Replies 7,430 Reputation

[quote]This is the best reason against city spam I have read so far. Having too many cities starts to take the fun away...longer turns. Imagine a 4v4 multiplayer game where everyone has to wait for the city spammer because it takes him 20 mins to manage his numerous cities.[/quote] I don't see why this would take long. If they put in a good city management screen, this should take few minutes tops.

145 Replies 85,393 Views

[quote]But they aren't really cities...are they? They are outposts. 12 guys in a tent (a la Brokeback mountain) exploiting the resource, we just have the ability to develop a city around them.[/quote] I guess we could call it Settlement spamming. :) You are correct, in my current game I have no cities, just bunch of villages, towns, and outposts.

145 Replies 85,393 Views

[quote]6. No city damage When taking over an enemy city there is no damage at all. This means you just keep rolling on without being required to rebuild and stabilise. And if you happen to take over a city from the opposite faction, all their buildings still function and you can still build your own faction's equivalent buildings around them. This is completely unrealistic and there is no benefit to use diplomacy in any situation. It is just much more easy and rewarding

50 Replies 31,402 Views

I would like a mod example for different ways of using caravans. i.e. if it's possible to use caravans to transfer resources or have different bonuses to cities. What about a mod to use pioneers to build structures besides towns? i.e. building a wall to block the forest creatures from entering your kingdom borders.

154 Replies 399,597 Views

The AI never wants any of my stuff. I would rather have my own market to trade unneeded resources for gold or items I do need. There can be different prices for buying and selling to keep balance. In one game I had 6K in material, why not allow me to sell 10 material for 1 gold or something like that.

9 Replies 6,684 Views

I had a crash during tactical combat. This is on a fresh install of the game, I moved all my units except for the sov, when he was selected I clicked on a book to add plus 1 to his attack. It crashed at that point. Here is the crash files. I tried it again and everything worked fine. http://drop.io/gjuu6rw http://pastebin.com/fH2JB49M

1 Replies 6,005 Views

I tried to repeat it with a savegame, but everything seemed to be working fine. I am running crossfire so maybe it was a glitch with it when everything is set to max. I cannot create a new game, but that is probably from me screwing around with the xml files. Savegames load fine though. I am going to reinstall. If it happens again I will make a video. Update: Reinstalling the game caused my start up issue to go away.

2 Replies 3,399 Views

I have a strange flickering after I had the game set to max video settings (8xAA, High Shadows, 10x groundcover, outlines on) The screen changed between the normal game to a screen with nothing but gray lines on it. I tried taking a screenshot, but they look normal. I then turned everything off (0xAA, no shadows, no groundcover, outlines off), but the screen still flickers. I tried exiting and starting a new game, but it flickers on the menu screen too. When I start a new game, it will not lo

2 Replies 3,399 Views

I'm looking forward to the 1.08 improvements. I get much better FPS with the 1.07 patch, anywhere from teens to 20 when viewing cities on the default zoom. Zooming out to view my kingdom results in FSP of 8 to 12. This is with outlines disabled. My debug file, not sure if it helps at this point. http://pastebin.ca/1936133

432 Replies 949,887 Views

Global resources can be modded to work locally. The problems I ran into is there is no screen that shows what has been collected locally and I cannot figure out how to make caravans transfer resources to other cities. Last problem is I cannot build onto resource tiles (farms, mines) because I have no global resources. If all this can be figured out we can mod our own local economy. I don't see why we cannot have the best of both worlds.

111 Replies 344,729 Views

I've modded the core files before (gave myself 1000 gold) and they worked. Just put them in the mod folder. I thought I read somewhere that multiplayer would check that all the files match for each player.

2 Replies 2,826 Views

[quote who="Suunman" reply="18" id="2760937"] Quoting Answulf, reply 16 I'd be far more in favor of decreasing the amount of monsters so less combat = less gold - but when you do fight becasue it's not 5 times a turn you could use tactical combat to limit the amount of losses you take. The lair system would work for that. Kill the lair the monsters stop spawning for a good while. less spawns - less combat - less gold. [/quote

52 Replies 24,288 Views

The game needs more depth and a much better UI. Why is there no moral, happiness, or approval rating for your units, cities, or kingdom? Why is there no tax rate adjustment? The other economic systems discussed during the beta sound much more engaging, I really hope something can be modded for the economy. Caravans could have been so much more instead of just being a bonus and road builder. Cities all feel the same, in GalCiv</sp

49 Replies 36,921 Views

Does anyone know what file controls how caravans work? I want to get rid of the food bonus and change it to gold bonus. In fact I would like to scrap the whole bonus thing and have caravans transport resources. I figured how to get rid of the Global resources sharing, but can't figure out how to use the caravans to transport resources to cities that need the resources.

7 Replies 6,261 Views

[quote who="Syt1976" reply="8" id="2757726"]Personally, I was looking forward to the trade system as originally lined out - caravans take excess resources from point A to point B, causing a "trickle down" effect; stuff could only be built where the necessary resources are. It would have made trade and choosing locations for cities much more meaningful. But I guess providing some sort of bonus is better than having the feature removed completely. [/quote]

31 Replies 9,194 Views