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Re: Your Top 10 Super Combatant Builds
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I once thought about a solution regarding micromanagement: let any gems generated by commander himself be immoverable. Maybe we can even make all equipped gems fixed, like those carried by mercenary. Blood slaves should always be sent to treasury directly, and you should be able to give commanders gems without a local lab. But I suspect that can not be done without rewriting the whole game. |
Re: Your Top 10 Super Combatant Builds
That's an excellent idea for the gem generators! Then they could no longer feed into the production of the same item, or into wishes. (Maybe wishing for gems needs a nerf too, possibly crank up the cost of Wish so it's no longer economical to wish for gems.)
But if you don't allow unloading for all gems, regardless of the source, then the user can't easily undo a click error where he puts gems on the wrong guy, and you can't load gems onto scouts or different-path commanders to supply armies in the field. So I think you're right that it would be a significant change in the implementation. |
Re: Your Top 10 Super Combatant Builds
Ah yes the Pool buttons.
Seven of them mean "please put all the gems of that type in the lab" One of them means "please kill all my 'Returning/Vortex' scripted guys" |
Re: Your Top 10 Super Combatant Builds
I wish there was a ctrl+z command as for blood slaves to transfer gems and if you could redo the damage you've potentially done by achemising the wrong gems without redoing the whole turn.
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Re: Your Top 10 Super Combatant Builds
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Hmm... too good dream to be real. |
Re: Your Top 10 Super Combatant Builds
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And this solution is worse than useless. You equip the commander with gems he didn't generate when he needs to cast the specific spell. You equip commander with Clam/Fetish to generate gems for other commanders. Your idea will remove gems from the former, but not from latter. Making it other way around would be better, but also not ideal, as you could add or remove gem-producing item (with or without changing commander's purpose). A possible solution could be to allow to mark commanders somehow so their gems won't be pooled - but THIS would require rewriting main files... |
Re: Your Top 10 Super Combatant Builds
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You should also remember that there are MUCH more commanders than provinces, so it can be more resource-consuming to implement similar procedure here... |
Re: Your Top 10 Super Combatant Builds
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We all know there is so many micromanagement issues here and there, and our beloved game is hitting its limits. After all, we are all just once awhile dreaming about a new world. Hmmm.. its time now to stop hijacking the topic. |
Re: Your Top 10 Super Combatant Builds
A Medusa is my first choice.
Seraphs are a close second. |
Re: Your Top 10 Super Combatant Builds
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