Recent content by QuantumProjects

  1. Q

    Caveman 2 Cosmos

    I think that there is an unbalance regarding the two initial units of the prehistoric era (stone thrower vs brute). I don't know when this change was introduced, but now brute seems to be useless. It only has a 25% bonus against melee. The stone thrower also sports that bonus, and 0-2...
  2. Q

    QuantumProjects Bug Reports

    I truly appreciate, Thunderbrd. Thank you.
  3. Q

    QuantumProjects Bug Reports

    Indeed, you are right. Didn't think of it before. I also didn't know that the random promotions actually replaced the exp received from battles. I thought they were both awarded. Indeed. It wouldn't make any sense at all. By the way, sorry if I keep posting "bugs" which are not bugs at all...
  4. Q

    QuantumProjects Bug Reports

    I can present some arguments for it, but please, keep in mind that I do not know exactly how the Random Promotions work, therefore, some of my premises may be batlantly wrong. Well, the way I see it, the random promotions you get partially replaces the experience you would receive from a tough...
  5. Q

    QuantumProjects Bug Reports

    Science reports components are inaccurate. For instance, in this City Screen of my only city, Science production is reported as 13.75 beakers/turn. However, in the main map view, it is reported as 16 beakers/turn instead, even though I have a single city. I'm not sure which one is correct.
  6. Q

    QuantumProjects Bug Reports

    The Random Promotion Component promotes units on battles in which they can't earn experience anymore - for instance, this Wanderer has Flank I, Combat IV, Hillman III, Woodsman I and Camouflage, even though stuck on level 4 (has been fighting animals only).
  7. Q

    QuantumProjects Bug Reports

    A wanderer with the Hunter promotion displays two possible modifiers to combat vs Animals, but it seems to be using the greater. Image attached.
  8. Q

    QuantumProjects Bug Reports

    Since I've been posting some bugs recently, I thought on concentrating all my bug reports in one thread, so you can check it on knowing how I'm playing the game, and which are my PC specifications. Also, in an effort to help you fix bugs (something that entirely depends on how much feedback you...
  9. Q

    Agricultural Trait isn't working properly

    I'm glad I could help a bit! :)
  10. Q

    Agricultural Trait isn't working properly

    In fact, I've just changed my opinion on this topic. I'm not entirely against the tier system, but I basically fear that the possibility of having varying levels of all the traits of the game, even those which are mainly antagonic (Creative and Scientific and Religious and Humanitarian and...
  11. Q

    Agricultural Trait isn't working properly

    I play the release version. I would need to download from the SVN repository and test it. In my opinion, the Developing Leaders is one of the best innovations you made to the game, alongside removing the UU and UB and replacing them with Unique Cultures. Both features make the development of...
  12. Q

    PerfectWorld2f mapscript question

    Realistic in a way that ice and terrain of cold weather won't be placed alongside deserts and jungles, and that mountains would be placed as ridges or such.
  13. Q

    Agricultural Trait isn't working properly

    I'll check that. Hold on. Yep, on the same base terrain (grassland).
  14. Q

    Agricultural Trait isn't working properly

    Sgtslick, I'm not sure that's the case. I understood that the -20% speed penalty was indeed a penalty. What confuses me is: if I have the Agricultural Trait, I generally take 20% longer to build any ordinary improvement ("Workers build improvements with a -20% speed penalty"). However, if I'm...
  15. Q

    PerfectWorld2f mapscript question

    :crazyeye: - Couldn't be more obvious. Thanks. Anyway, is there any mapscript which doesn't cluster the same resources together and still create a realistic map?
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