The-Cat-o-Nine-Tales, in Pama-Nyungan Boomerang Throwers - upgradable?
8 months ago
Thanks for mentioning this. I don't know if it's intended behavior, so I send the question to the game designers. I'll get back to you as soon as I can.
The-Cat-o-Nine-Tales, in Pama-Nyungan Boomerang Throwers - upgradable?
8 months ago
Thanks for mentioning this. I don't know if it's intended behavior, so I send the question to the game designers. I'll get back to you as soon as I can.
The-Cat-o-Nine-Tales, in Multiple resource requirements for units
9 months ago
Well, we are making a change to the requirements, but it's perhaps not exactly what you suggested here. In the new system, you will still need at least one copy of each required strategic resource, but from there any resources you are missing simly increase the industry cost of the unit or structure.
Daarkarrow, in Option to not expand city walls
9 months ago
ineeddspelchek wrote:lbasil wrote:Proposal: add a tickbox to not update the position of walls when a new district is built.
Reasoning: I Always like to build my cities in nice elevated and defensible positions. This helps a lot to defend to early AI aggresion.
The problem is that sometimes you need to expand into lower terrains to exploit better yields. This necessarily means to give up the defensible position. In this cases i would like to not expand walls so that the core of the city is still protected. Having houses outside of city walls is also realistic.
https://mod.io/g/humankind/m/pause-wall-expansion
I just finished a mod that adds something like this. It's a bit clunky since you can't just draw wall borders but have to place a special district that caps off the wall from expanding further. Hope this helps. :)
That's an interesting mod proposition
Daarkarrow, in Spoils of Battle and Instant Resolution
10 months ago
ContraryPoke wrote:Wow never realized you could get spoils of war this way since I only do manual battles. This bug still exists 7 months later unfortunately.
If not mistaken this should be fixed? If its still happening to you, could you share Save + Diagnostic Files?
The-Cat-o-Nine-Tales, in Some Ideas from the Steam Forums
10 months ago
We do try to keep an eye on the Steam forum, even if we often don't find the time to reply.
Still, thank you for the summary.
Daarkarrow, in Please bring back independent people
a year ago
ReneTS wrote:I really miss the independant peoples in the game. I have seen one in my last 3 games, and they just play no role any longer. All the traits and civics associated with them is all redundant. I hope you will give us the option to adjust how many will show up, instead of just nearly deleting them from the game.
On which difficulty are you playing? and how big was the world? Saying because on big maps there is more space for them to growth (when compare with small land with a lot of players).
But noted about the spawn rate
Daarkarrow, in My opinion and my ideas (very long text)
a year ago
neprostoman wrote:@Daarkarrow @CyRob bot upstairs
Same in these threads:
Thx, already banned
Daarkarrow, in Being first in to the next era should need more era stars
a year ago
Nefernefernefer wrote:Hi!
I have no idea if this suggestion has already been brought up but I think it would be nice if the first place to advance to an era would need to achieve more era stars to do so and then for each player that advances the next one needs fewer stars. So for example if we say that the first player needs 10 stars to advance, the next one needs 9, and the third 8 and so on. This would make it harder to race through the early eras and would also make it easier to advance if you fall behind in the game. What do you think?
This is something interesting but rather a quite complicated to change the game to have this sort of "scale"
benblond, in AI stole my victory... Again !
a year ago
Hey there! sorry for the inconvenience,
I definitly can imagine how frustrating it can be. I'll send it to the designers and programmers to see what can be done asap
Thanks again for submiting your issue to us, it's extremly helpfull
Have a nice day
Ben
ZanAlex, in More clarity in AI's attitude
a year ago
Hello folks,
I think there are two sides to the issue.
The feedback regarding the AI attitude is a bit awkward.
The gist of it is that during the game, multiple events will be tracked by the AI and will affect the scores of your relation (ie. Trust and Strength). For instance, the AI will like you less if you declare war to their ally or it will feel superior if you depend on their resources. These scores are then used to pick an attitude. So there's not a direct causality between a specific event and a change in relation (with only a few exceptions), but rather an accumulation of events can lead to changes in your relation. The attitude tooltip shows you the most impactful events affecting your relation.
In my opinion, we do a pretty bad job at helping the player understand the link between an event and its effects on the AI perception of your relation and it leads to the kind of frustration you're mentioning (and it makes things quite hard for us, AI programmer, to balance). I'll talk to the team about that but I can't really promise anything unfortunately...
Also, there might be something odd with the decision to break treaties in particular attitudes. I'm quite surprised by the fact the AI breaks treaties if it is Needy or Appeasing. I'll definitely look into that.
Thank you very much for your feedbacks, I really appreciate it.
Cheers,
Alex.
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