kem's Replies

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Viewing 15 posts - 16 through 30 (of 121 total)
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  • in reply to: Map generator harbor missing bugs #26836
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    its pretty common. its sad.

    in reply to: Map generator harbor missing bugs #26829
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    Participant

    Yes farms are more important then sea trade routes and fishing.
    lol

    in reply to: Map generator harbor missing bugs #26750
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    I hope you guys fix this for the BD DLC.
    This thing will ruin the value of a city state that gets into the same spot.


    in reply to: AI improvement #26027
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    Participant

    Zombie is in the loop moving between 2 tiles

    in reply to: Map generator harbor missing bugs #25884
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    really, a winery? xD

    in reply to: Map generator harbor missing bugs #25861
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    in reply to: AI improvement #25855
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    Berserker AI is stuck, just skipping turns


    in reply to: Paul´s Art Corner #25618
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    Participant

    Hello Paul, its been a while but… May you take a look at a famed barbarian 2h axe model?
    I think it sits way too far away from figurine, mb shaft is too long or combination of a long shaft and bàtterfly/clover shaped blade makes it look odd..
    Anyway
    It looks odd: longer than a poleaxe, blade detached too far from the figurine to be a non-reach weapon.
    Maybe move the blade closer to figurine and cut a bit from shaft?

    in reply to: New DLC; fixes of current content wishlist #25617
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    I think its a good time to bump a 2y old tread, and bring back some items that base game is still lacking:

    1) Huge time hog. Need a way to speed it up without affecting anything.

    Why “The faster” mod is still not included in base version is beyond my comprehension.

    2) Map genenerator needs fixing, to prevent loss of harbors.

    3) Need to revisit game balance, as it was hammered by new gear and skills.
    3.1) Whip makes gheists, and general “fresh” unded, a non-factor.
    3.2) 2h flail is non-viable.
    3.3) pole axe/hammer is overshadowed by a 5ap bill
    3.4) 3h flail is too niche, borderline unviable
    4) inventory cluttering by beast parts.
    Really, killing 50 spiders with a beast slayers just overloads the inventory.
    5) buff alps, seriously 5AP bill + a whip makes any number of them BORING.
    6) Antidote has no game point, unnecessary clutter. Merge it with “bandages”.
    7) we need a warning, that settlement is close to being wiped out to take an action.
    8) hunt beast noble contracts need a tweak to make them worthwhile.
    9) I’d take a possibility to NOT automatically add tools&arrows to appropriate pool to get more tools at the cost of inventory.
    If tools to add > max limit, leftovers stays in the inventory.
    10) add (some) hounds to southern kennels. Add (some) dogs to nothers kennels.
    11) escort caravan per head reward needs to be in line with noble per head reward.
    As bandits more often than not just DON’T fight you, because company is too stronk.
    12) Nerf “dazed”.
    Compensate by adjusting “stun immunity” to “stun resistant” on some mobs.A mob resist 1 point of stun, leving it to be stunned by a “severe stun” for (2-1)= 1 turns.
    13) Buff orc weapons (or add elite warriors), warriors need a 2h mace/hammers. As a way to improve quality of orcs and compensate for impotence of large orc blobs.
    Orcs need a crude throwing spear & crude heavy javelins/ dazing heavy boulders.
    14) legion needs a mobile element to their battleline.

    in reply to: AI improvement #25586
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    Some bung in determinig behaviour
    Thralls are going into Jav range and falling back, all while being in the bow range

    in reply to: Map generator harbor missing bugs #25528
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    Years are passing by but this thing is still ruining my starts….

    Trade harbor city without a harbor…..
    beastslayers start.


    in reply to: Suggestions Forum #25496
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    Participant

    Nope, bland immunes make disarm identical to stun.
    Same targets even become immune to both.
    Poor design, makes whip just a 3 tile mace clone.

    in reply to: AI improvement #25293
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    Participant

    AI bugs out if there are LOS blokers and it has a reach weapon.

    It was doing this movement for 3 consecutive turns.
    Log is attached for the first turn. (last model acting)

    Attachments:
    in reply to: LoS calculations are broken #25292
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    Participant

    Old topick, but still valid.

    2 trees in front of EIKE, but he still gets shot at.

    in reply to: Crafting Mod v1.0 #25210
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    Participant

    Let me chime in:
    1) Don’t mix all the things in one package. Crafting/perks rebalance/reports should be stand-alone. That generates more value for a end user, as its easily customaseable by picking relevant parts.
    2) If you are trying to make reports, get an idea of what are you trying to do. Google for a Cash flow statement. It is presented in a different way.
    3) Proper balance should be maintained. If you empower player by giving more potent perks – you should buff opposition accordingly. Overpowered player leads to a boring game.

    Not trying to be mean, imho, it will save your time in the long run. Focus at one thing at a time.

Viewing 15 posts - 16 through 30 (of 121 total)