Search found 6 matches
- Wed Mar 12, 2014 11:53 pm
- Forum: Gameplay
- Topic: Use of captured enemies for training
- Replies: 13
- Views: 3573
Re: Use of captured enemies for training
Cages are a bit buggy and could release prisoners outside of the building when cage is placed near the wall(or another object). I separated training hall from the rest of the buildings with the wall to prevent that. Another problem is that due to game mechanics, when you have no characters left near...
- Tue Mar 11, 2014 5:40 am
- Forum: Bug reports
- Topic: one hit = instant death
- Replies: 7
- Views: 1350
Re: one hit = instant death
Confirming that i had the same problem several times, no savegame now, though.
Starving bandits were hitting my squaddie(paladin armored!) for -400 chest damage in 1 hit, but this was a rare occurance (like, 2 times in 30 battles).
Starving bandits were hitting my squaddie(paladin armored!) for -400 chest damage in 1 hit, but this was a rare occurance (like, 2 times in 30 battles).
- Tue Mar 11, 2014 5:12 am
- Forum: Feature Requests
- Topic: More in-depth and reactive economy.
- Replies: 19
- Views: 6965
Re: More in-depth and reactive economy.
Given the fact that currently towns basically disappear when you move away from them far enough, and their inventory is refreshed on reload, losing standings or limiting prices is a bit useless, since you may just circle between 2-3 towns 'til you sell everything at decent price. What about constant...
- Tue Mar 11, 2014 1:22 am
- Forum: Feature Requests
- Topic: Citizen needs-based dynamic economy
- Replies: 6
- Views: 1662
Re: Citizen needs-based dynamic economy
Please post like minded ideas in the appropriate topics already posted. Well, how far should i generalize to find similar topic? 3 out of 4 topics I've seen being somewhat on topic are about dynamically varying vendor prices for better trading, and another is about NPC needs. TL;DR of the OP is: ad...
- Mon Mar 10, 2014 11:36 pm
- Forum: Feature Requests
- Topic: Citizen needs-based dynamic economy
- Replies: 6
- Views: 1662
Re: Citizen needs-based dynamic economy
I have used search and browsed the thread that was mentioned. Core suggestion touches topic of the 'More in-depth and reactive economy.', but they are about different things. I have deliberately added theoretical implementations of other people's suggestion within described economics system to show ...
- Mon Mar 10, 2014 8:51 pm
- Forum: Feature Requests
- Topic: Citizen needs-based dynamic economy
- Replies: 6
- Views: 1662
Citizen needs-based dynamic economy
I would like to suggest a way to create dynamic economics system based on needs of town's inhabitants. Brief outlook: Citizens have needs and they produce something(production preference is defined for each town, preferably on each game start, with each faction having slight shortage of resources b...