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January 13th, 2010, 12:28 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Conceptual Balance Mod 1.6
Yeah it's a cap enabler pretty much.
I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.
Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
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January 13th, 2010, 01:32 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Sombre
Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
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That would be pretty damn cool, imo.
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January 13th, 2010, 01:48 PM
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Corporal
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Join Date: Jan 2009
Location: Modena, Italy
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by rdonj
Quote:
Originally Posted by Sombre
Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
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That would be pretty damn cool, imo.
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Yep, but isn't really CBM stuff, qm doesn't like adding new units; another mod with something like that would be very cool indeed 
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January 13th, 2010, 05:33 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Sombre
Yeah it's a cap enabler pretty much.
I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.
Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
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Unfortunately, the way the game handles resources across turns seems to be borked. If you can't build it in 2 turns, it will never get completed. (It seems to handle carry-over for one turn just fine, but not more than that)
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January 13th, 2010, 06:07 PM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Squirrelloid
Quote:
Originally Posted by Sombre
Yeah it's a cap enabler pretty much.
I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.
Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
|
Unfortunately, the way the game handles resources across turns seems to be borked. If you can't build it in 2 turns, it will never get completed. (It seems to handle carry-over for one turn just fine, but not more than that)
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Is that in the bug-list?
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January 13th, 2010, 08:53 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Stavis_L
Quote:
Originally Posted by Squirrelloid
Quote:
Originally Posted by Sombre
Yeah it's a cap enabler pretty much.
I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.
Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
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Unfortunately, the way the game handles resources across turns seems to be borked. If you can't build it in 2 turns, it will never get completed. (It seems to handle carry-over for one turn just fine, but not more than that)
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Is that in the bug-list?
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I don't remember seeing it there, but i never went looking for it specifically.
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