On a similar note - when I get ready to besiege a city, why does the battle start inside the city? Every city must have really poor defenses... [e digicons]X|[/e]
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[quote who="parrottmath" reply="70" id="3370178"]So, the only solution I can think of to solve this would make it so that the loss of the world wonder, would result in your faction never being able to build it again. Not sure if that would be better than the ability to build the world wonder and the base again.[/quote] Is it possible for the presence of the wonder to block the construction of the base? Like RestrictedAbilityBonusOption can block items based on, say, NoArmor or B
I'm not sure my text graphic made any sense, but basically you would research enchantments, which would allow you to make like Fire Rings and such. And you would research Weapons. And if you had both Enchantments and Weapons researched, you could combine them. Magic versions will cost less metal, but not 0 metal, in general. I feel like in the current game, magic weapons are just way better than non-magic, to the point where if you're playing strict min-max,
[quote who="halmal242" reply="13" id="3370139"] This is something I attempted to address when I tried to make armor/weapons/training mod. As has already been stated it should be more of a weapon, then improved weapon design, and then a lightly enchanted weapon, and finally a heavily enchanted weapon. With this being iron => same iron better design => iron + little crystals => iron + crystal even of each.[/quote] I found the thread on your weapons mod today w
Eh, agree to disagree I suppose, but when I saw this complaint first (unlike Glowing_Ember, I have kept count - 3 times so far), after playing the game, it was the farthest thing from my mind that this could be working as intended. It just doesn't make any sense to me. Would it be overpowered for a unit to be able to attack and keep its defense bonus? I don't think so. You say that otherwise the Defender would just be pinging away for 5 damage, so since he mi
The game already has warhammers.
Resurrecting this one a little bit - I understand the time issue, and I will continue to ask specific questions as I have them (I'll use the modding questions thread from now on - sorry about starting my own thread for the last question), but this would be incredibly useful. Just to have a list of Enum definitions, header files, whatever... some way of knowing what tags and values are reasonable options other than guessing. A lot of it is gleaned by explor
I'm interested to hear the progress on this, but I have a question: What size maps are you playing? In the games I've played so far (mostly normal size maps), I've gotten a pretty balanced number of Crystal Crags vs. Iron Deposits, and usually am harvesting a lot MORE Crystal than Iron, though mostly due to targetting those spots and upgrading those improvements more heavily. I tend to end up with a lot of excess Metal, but that's just because I don't use the m
I find it interesting that everyone is talking about melee assassins. I tend to make my Assassins and Commanders with ranged weapons, and a bow assassin seems to work pretty well. Do you guys think melee assassins are stronger? It is kind of nice to concentrate on crit damage and ignore defense... though there are the golems and statues to worry about...
[quote who="Glowing_Ember" reply="2" id="3369793"]I have lost track of the number of times people have said this very thing.[/quote] It's likely that people keep bringing it up for a reason... [quote]I have a two part question: 1) where do you draw the line as a designer between players complaining that "this power doesn't work the way I think it should" and clear decision that the designer is going to stick with what they decided? What do you do when you si
Ah, so you're saying that you can't modify the Amarian Tech Tree, but you can create your own tech tree and modify the race configs to use that. Okay, I can live with that. I see now why so many mods have to say things like "compatible with CoS" - it seems like the way they did mods is not as "modular" as it could be. Like looking at the weapons xml, the bash ability is duplicated under every blunt weapon. I feel like if it was up to me, I might have abstract
So, diagonals would have to be Q, E, Z, and C? Are those keys already mapped to anything by default?
I'd even be okay if it lasted until the Defended unit attacked (not including a counter attack), or something like that. Even if you had to Pass with the defended unit in order to keep it, at least it would have some use and you could plan around it. Ending at the beginning of the unit's turn is too random and often useless.
I'm so impressed with the overall design of this game (finally a good modern MoM-like) - unit design, city customization, etc... but I just feeling like it needs more. More factions are already available with CoS (I'll need to try that one soon), but I mean more content. One of the things I'd love would be an expanded tech tree, so I was looking into the xml to see how hard that would be to mod. Most specifically, I think that magic weapons should require t
For me, I like playing with Auto-Turn on, but the one thing that annoys me is the turn ending while I'm adding to a build queue. I wish that the game would wait until after I click "Done" on my city before checking for turn end. It basically causes two issues - a) I want to add a couple things to the build queue, but as soon as I click one of them, it processes and whips me off to another part of the map to move a unit. b.) with manual placement on, I try to click some
[quote who="Azunai_" reply="2" id="3369470"] there's a keyboard shortcut for ejecting all units that are currently in a city (the "V" key). leaving a city doesn't cost movement points, so you can just send the units you don't want in your army back into the city.[/quote] Is this true? I could swear that I've had instances where I can't pop armies out of a city because they have no movement points left, as well as situations where I popped