Search found 489 matches

by Caedo
Wed Sep 26, 2018 7:16 am
Forum: Tech support
Topic: BCE/CE to BC/AD?
Replies: 7
Views: 1200

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: 3887

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: 3887

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: 2366

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: 740

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: 3887

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: 4798

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: 3127

Re: I CANT BEAT AI

Did you try playing the Tutorial scenario?
by Caedo
Fri Sep 14, 2018 12:41 pm
Forum: Rulesets and modpacks
Topic: Troubleshooting the ruleset
Replies: 13
Views: 2962

Re: Troubleshooting the ruleset

By shortest path I assume you mean diagonally? Hm, here is another faraway city, dx=9, dy=10. Temple present, "Output_Waste_Pct" = 15. End result: trade 11 (+5), so corruption: 6. But it has a -15% corruption builsing and with so many steps and rounding ups/downs, I don't even want to try...
by Caedo
Fri Sep 14, 2018 12:38 pm
Forum: Wishlist
Topic: Better Waste and Corruption explanation
Replies: 0
Views: 2010

Better Waste and Corruption explanation

Due to some confusion over how corruption is calculated in this thread , I believe it would be useful to ⋅ Add a page describing how output waste works to the Economy section of the help browser ⋅ Change the "Corruption" and "Waste" entries in the city info bo...