November 25th, 2011, 15:15
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Sphynx, keep in mind that kyrub is not responsible for any balance changes. Those are all my fault :neenernee
And they're not really meant to be balanced yet, as there will be unit and building changes to go along with them (among other things). And yes, spirits are intended to be nerfed. Ideally I want them to not be an exploration unit. Maybe lower the casting cost and raise the upkeep. Do keep testing out the poison mechanic, and keep in mind that the resistance system will change. kyrub, did we ever agree on what to do about resistance?
November 25th, 2011, 16:18
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Artificer did give my units magic weapons, although my bowmen with magic weapons only displayed +1 to hit. Lairs are more consistantly difficult and seem to be more common, although that may just be a side effect of not having empty ones that get removed immediately.
November 25th, 2011, 16:31
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Not sure what you mean, did you build an alchemist's guild expect to get +2 to hit? Or did the weapons not show up magic on the display?
November 25th, 2011, 16:51
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The responibility for the balance changes is divided depending on whether they are intentional or bugs - it would prety unfair assesing the changes to alchemy with the economy broken by not being able reduce unrest at all, for example.
I'm hoping that all the feedback is useful to one of you, though.
When I read about pathfinding in the discription, I expected it to mean pathfinding, and not non-coporeal as well.
Anyway, back to playing it a bit more; it's fun so far.
November 25th, 2011, 16:59
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What I meant was that kyrub has merely implemented the changes that I requested, after discussions. And your feedback is very useful and appreciated, don't get me wrong. Make sure to focus on functionality for now, and I can assure you that balance will be given a lot of tender loving care later on.
November 25th, 2011, 19:24
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Catnip 0.5 is a testing version, indeed, though you may note and store the balance remarks for later discussion. We all need to have the features working before considering how they influence the game.
(from unrest thread)
Sphynx Wrote:This unrest system isnt working for me as I would have expected from reading the thread.
Are religious buildings cumulative, or does one lose the shrine when building the temple, and the temple when building the parthenon?
Using the 0.5 build, I have a a city with 17 people, of whome 3 are rebles.
Affecting the unrest is a tax rate of 2 gold (aparently 20% unrest), and a parthenon (aparently 10% calming, possibly 30% calming if the shrine and temple count too).
Of additional note - selling off the parthenon doesnt appear to make any difference to the number of rebels, even the following turn.
Thanks Sphynx. I may have left a bug in unrest, as it seems from your report. Religious building should be cumulative (no change from original). Your example seems to imply 20% unrest (17 * 0.2 = 3.4 = 3 unrest). So the buildings don't work at all, maybe?
Did you consider racial unrest? Does anything change when you build a new religious building? Thanks again.
Catwalk Wrote:kyrub, did we ever agree on what to do about resistance? There are two suggestions, undecided. Please, let's discuss it in the thread Resistance.
November 25th, 2011, 22:34
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Catwalk Wrote:Not sure what you mean, did you build an alchemist's guild expect to get +2 to hit? Or did the weapons not show up magic on the display?
It was an elven longbowman, so I was indeed expecting +2 ;p My apologies; I was not specific enough in calling it a bowman.
November 26th, 2011, 07:34
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kyrub Wrote:Thanks Sphynx. I may have left a bug in unrest, as it seems from your report. Religious building should be cumulative (no change from original). Your example seems to imply 20% unrest (17 * 0.2 = 3.4 = 3 unrest). So the buildings don't work at all, maybe?
Did you consider racial unrest? Does anything change when you build a new religious building? Thanks again.
As far as I could tell, nothing was affecting unrest except my tax rate. Building new buildings didnt seem to help, and demolishing them didnt seem to hinder.
Also, it was in my capitol, so was probably not racial unrest.
November 26th, 2011, 08:26
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Ghoules are broken; when they raise things from the dead, then the resulting undead sometimes dont change to your alignment; this can result in two separate armies in the same location.
zip contains two saves: undead troll (before a fight with some war bears - make sure to kill bears with the ghouls), and undead troll 2 (war bears and my army in the same location after the fight).
Additionally I had a problem when attacking a city, where I killed some dwarven swordmen with ghouls, and two were raised; one joined my army as a undead lizard man swordsman, and the other was no-where to be seen. Afraid I dont have a save, though; the resume was several turns prior to that.
November 26th, 2011, 09:29
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Crash to dos with a message saying 'Not a valid sound file':
Load the attached save.
Attack Elmwood with the army that is beside it
Select your swordsman and left click on the cavalry just inside the gate
- It then crashes with 'Not a valid sound file'
If you need any more details or other files from my installation, please let me know.
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