Search found 471 matches

by Caedo
Sat Sep 29, 2018 8:58 am
Forum: Art and tilesets
Topic: Iso vs. overhead tileset and topology
Replies: 9
Views: 1219

Re: Iso vs. overhead tileset and topology

I believe the only problem that can arise from mismatched tileset and game topology are on the square/hex side of things. Iso/overhead mismatch isn't even noticeable, except on the world borders.
by Caedo
Thu Sep 27, 2018 7:18 am
Forum: Tech support
Topic: BCE/CE to BC/AD?
Replies: 7
Views: 719

Re: BCE/CE to BC/AD?

It's in game.ruleset, I believe. Adding an option to change it while still allowing ruleset authors to decide what to call their year labels (if their ruleset is a completely different setting, e.g. Alien World) would be nontrivial. Also, I don't really see why this would be necessary - using CE and...
by Caedo
Wed Sep 26, 2018 7:16 am
Forum: Tech support
Topic: BCE/CE to BC/AD?
Replies: 7
Views: 719

Re: BCE/CE to BC/AD?

Not without editing rulesets.
by Caedo
Wed Sep 26, 2018 7:15 am
Forum: Wishlist
Topic: Idea about homeless units.
Replies: 14
Views: 2742

Re: Idea about homeless units.

even just for a handful of units - might imbalance things. Caedo: From what I understand in your post "...might imbalance things." in a positive way. less units = more money in the coffers, right? As you said "homeless units pay no upkeep." Is this BAD? To me, this unbalance is ...
by Caedo
Sun Sep 23, 2018 8:26 am
Forum: Wishlist
Topic: Idea about homeless units.
Replies: 14
Views: 2742

Re: Idea about homeless units.

In terms of combat strength, yes, they're the same, but homeless units pay no upkeep. Thus, homeless units are far more cost-effective. Unit upkeep is an element of balance, and taking that away - even just for a handful of units - might imbalance things. Especially since through huts and capturing,...
by Caedo
Fri Sep 21, 2018 9:17 pm
Forum: Art and tilesets
Topic: Iso vs. overhead tileset and topology
Replies: 9
Views: 1219

Re: Iso vs. overhead tileset and topology

I'm willing to believe that originally, it was simply the realization that there are four map topologies and four tileset topologies, and the idea to automatically make the client select a fitting tileset, without the additional realization that sometimes, an "unfitting" tileset might be p...
by Caedo
Fri Sep 21, 2018 9:00 pm
Forum: Wishlist
Topic: Proper transport capacity of encapsulated units
Replies: 3
Views: 432

Re: Proper transport capacity of encapsulated units

So your bus suddenly uses less space on the ferry just because nobody's inside? Seems fishy to me. I'd instead propose a cargo_size field for unit types, which would have one integer for each entry in the cargo field. Units of a certain unit class that can be transported would use up that many slots...
by Caedo
Fri Sep 21, 2018 8:54 pm
Forum: Wishlist
Topic: Idea about homeless units.
Replies: 14
Views: 2742

Re: Idea about homeless units.

That's already addressed in future versions – the Set_Homecity action is controlled by action enablers, which can be used in a way that allows unhomed units to set their home city.
by Caedo
Fri Sep 21, 2018 8:12 am
Forum: Wishlist
Topic: Water!
Replies: 13
Views: 3820

Re: Water!

Ladies and gentlemen, here we see a wild necropost in its natural habitat... As for your ideas - irrigating next to mountains would be easy to do in a ruleset. However, the whole "dried irrigation" thing would require quite some work, since as of right now, once an extra is built, it it co...
by Caedo
Sun Sep 16, 2018 9:29 pm
Forum: Single player
Topic: I CANT BEAT AI
Replies: 5
Views: 1853

Re: I CANT BEAT AI

Did you try playing the Tutorial scenario?