August 16th, 2021, 04:44
(This post was last modified: August 16th, 2021, 04:46 by Intaka.)
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As for city shape changes… try out no overlap. It may give you what you’re looking for with fewer total cities. Or not. Shouldn’t hurt too much to try. When cities can’t overlap… it leaves more space to pick ideal location vs more cities.
August 16th, 2021, 13:51
(This post was last modified: August 16th, 2021, 13:52 by namad.)
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I actually think a no low population cities rule would be bad, why? Quite simply things like crystals/diamonds/iron/adamantium. It doesn't matter what the population of a city is, if 1 population is enough for the city to be instantly worthwhile.
My thoughts also were that a rule like, I guess what I'll now refer to as no overlap+.... will remove all the low population cities anyways, because high population cities will get founded first, and there simply won't be any tiny little edge locations left over for low population cities.
UNLESS a city location is so amazing that the ai settles it before high population sites. Which it should in theory do to obtain something like adamantium. Right?
I'd actually be okay with a rule that was optional that made low population cities not exist, it would seem to achieve my desired goal of there being fewer unimportant cities. I just worry that it will have more unintended side effects than something like a mega no overlap rule that was +1 tiles of no overlap over no overlap.
August 16th, 2021, 20:45
(This post was last modified: August 16th, 2021, 20:52 by Suppanut.)
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(August 15th, 2021, 02:10)zuzzu Wrote: I am wondering whether the "3 tiles away" rule should change. Perhaps, instead of a 7x7 square centered in the city, the corners should be allowed - either the single square in the corner, or the 3 outmost squares per corner.
Not sure if I'm clear, but this is the current are blocked for new cities (X is a square, O is where the city is, A is allowed):
AAAAAAAAA
AXXXXXXXA
AXXXXXXXA
AXXXXXXXA
AXXXOXXXA
AXXXXXXXA
AXXXXXXXA
AXXXXXXXA
AAAAAAAAA
And this is what it could be instead (one square free in the corners):
AAAAAAAAA
AAXXXXXAA
AXXXXXXXA
AXXXXXXXA
AXXXOXXXA
AXXXXXXXA
AXXXXXXXA
AAXXXXXAA
AAAAAAAAA
Or perhaps this:
AAAAAAAAA
AAAXXXAAA
AAXXXXXAA
AXXXXXXXA
AXXXOXXXA
AXXXXXXXA
AAXXXXXAA
AAAXXXAAA
AAAAAAAAA
Thoughts?
I think pattern should be like this.
AAAAAAAAAAA
AAAXXXXXAAA
AAXXXXXXXAA
AXXXXXXXXXA
AXXXXXXXXXA
AXXXXXXXXXA
AXXXXXXXXXA
AXXXXXXXXXA
AAXXXXXXXAA
AAAXXXXXAAA
AAAAAAAAAAA
As shown in this picture
Forbidden area = 9x9 tiles (4 square away from city in all directions) with 2 square remove from each sides of the corners
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(August 13th, 2021, 15:49)JustOneMoreTurn Wrote: If you swap Transmute into Chaos realm, it doesn't work. It shows the chaos sprite for casting (red tornado), but the tile resource doesn't change.
Should we have a separate thread for modding changes that don't work as expected?
Confirmed. This is currently unfixable and requires spell animation modding to be implemented first.
The problem is, these spells trigger the effect on their animation reaching the specified frame.
If you swap realms, the spell is no longer using the correct animation so it can't trigger on the animation reaching that animation frame.
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Does that explain why adding caster to a unit doesn't actually let them cast spells (blank spellbook) unless you have Chaos books? I tried changing the spell for magicians in modding.ini and I _thought_ I'd gotten my swordsmen to cast a death spell, but later they couldn't. My game with Chaos did have normal units casting spells properly.
Another oddity I noticed, although I haven't tried it with a fresh no-modding game. There's something odd with selecting spells in game creation. On the first game, spell selection is normal, and I can switch my selections without problem. If I 'lose' and generate a new game, if I change even one selection, it always gives a 'no more selection available' (or whatever the precise wording is) warning that requires an extra click to get rid of. Furthermore, succeeding attempts may offer one less selection than the initial (fresh loading of the game). That's not a complaint, but rather an indication that the game is not clearing some data properly without fully quitting the game. Knowing that this odd behaviour is there might help in debugging some future problem. That was with some spells swapped between realms, without making sure that I removed swapped ones from the starting spells.
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Yes, the "not clearing data" bug exists and was fixed today so it'll work properly in the next update.
Magician spell seems to have have been mistyped in Modding.INI.
It should be
DefaultMagicianSpell=96
instead of
MagicianSpell=96
and unfortunately defaults to "no spell" when absent.
September 12th, 2021, 14:03
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1.2.0 was sent in today, updated first post with the new changelog.
September 13th, 2021, 07:47
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(September 12th, 2021, 14:03)Seravy Wrote: 1.2.0 was sent in today, updated first post with the new changelog.
Great update!
How does this work with Barbarian Spellserkers exactly?
-Fixed bug : Focus Magic didn't convert thrown attacks to ranged.
September 13th, 2021, 15:31
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(September 12th, 2021, 14:03)Seravy Wrote: 1.2.0 was sent in today, updated first post with the new changelog.
Where can we buy this that will get the soonest update? I am absolutely willing to buy it a second time to avoid waiting for Steam.
September 13th, 2021, 16:11
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I theory all three should come online at the same time every update.
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