[BTS] Dragonia II

Thanks Ploeperpengel :D

For insane trait, I'll investigate it closely to double check if it is working or not, and have it show the description properly when you mouseover your flag. If this proves difficult, then it won't be available until the next beta.
I have verified that I completely dropped the ball on this trait as well as on the adaptive trait. I'll need to update the SDK to fix this bug. Look for this fix in a future patch.
 
I played it and deleted it by turn 50. Too many bugs for my taste.

1) I declared war on people without even being asked.

2) Every other turn someone was declaring war on me by turn 40. WAY too early in the game for that.

3) I would discover a new Civ, by the next 3-4 turns, they were furious with me and declaring war. I had 4 civs declaring war against me and I still hadn't been able to build a warrior since it took 50 turns to do it.
 
I played it and deleted it by turn 50. Too many bugs for my taste.

1) I declared war on people without even being asked.

2) Every other turn someone was declaring war on me by turn 40. WAY too early in the game for that.

3) I would discover a new Civ, by the next 3-4 turns, they were furious with me and declaring war. I had 4 civs declaring war against me and I still hadn't been able to build a warrior since it took 50 turns to do it.

You got to say what speed you were on and what civ you were playing as, and thx for trying.;)
 
The frequency of the AI declaring war on each other and on you is phenomenal in this mod. But it is a welcomed feature for many. It is also normal given that more civs are present by default for each map size and given the attitude modifiers for alignment differences.

Almost all wars declared early in the game are inconsequential as the AI as well as you lack the required troops to deliver a meaningful attack so you can simply wait till the concerned AI no longer has the "Refuses to talk" attitude and offer peace that will almost always be gratefully accepted. Of course you still have the option to leave the war state in effect till you make use of it in dislodging one or two of your neighbors. Something that you actually will need to do any way if you intend to build an empire of a reasonable size.
 
I'm not sure why I declared war at times, but I always play aggressive AI so maybe I'll stop checking that box now.
 
If you are comfortable generally with Aggressive AI then don't uncheck it. It is not all about how often the AI will declare war but more importantly it is about how prepared for war the AI will be i.e. how many units it will train and such stuff. I think with Dragonia Aggressive AI would be fun.
 
ps, did Hex do those leaders? any chance of getting hex to do some for WH? :p
Unfortunately, my new job prevents me from taking on any additional Modwork projects and will limit future involvement in Dragonia. (My old job allowed me to work on personal stuff when I had downtime, which was actually about 5 hours per day, on average)

Darque still has to reformat the leaderpic dds files. The base artwork I created is very crisp and sharp, but the current batch of dds files are extremely fuzzy and blurry. (Refer to Amonadan.dds for the finalized pic.)

I do have some promotional posters for Dragonia. Darque will have to come up with some contests.
 
Hello,

First let me say I love the bones of this MOD. The lore is great! The look is awesome! I love the fact that you have taken the time to make each civ unique in appearance & flavor - I have very high hopes for the Dragonia franchise. That said I do have some critiques that I'd like to share.

I agree that there is a lot of war very early on - but like others have said it's not to be taken too seriously as nobody seems to do anything about it. However it makes for difficult exansion as you can't send any settlers out; and just in case the AI gets a wild hair, you have to spend some time building a decent defensive army in the event that they do in fact attack. For those of us that save military conquest until later it makes it hard to enjoy the early game.

I also think that there are too many buildings available too early in the game. Granted I was playing on an easier level to get my feet wet - but still by turn 50 I was presented with a build list that was atleast 15 deep.

Because of the lore and the relative newness of the MOD itself there really should be some kind of pedia. I know most modders look at the pedia as the last step, but I've always felt that it should be one of the first as it is where the players will go to try and unravel the MOD you've presented them.

Well thats my 2 cents. Like I stated earlier I love the potential here. I think Kael & the team at FfH2 have serious competition for my attention here.

Thanks,
Seamus
 
The game defaults to the second era and the build list is indeed long. Manually select starting in the first era and the build list is tiny.
 
I will update the war script to make automatic wars less likely in the early game. Also, I think there is a bug causing the player to declare war. I'll add these to my fix list.

As for the lore, it will be slowly worked on. There is some lore available in most of the civilopedia entries for the civs.
 
You got to say what speed you were on and what civ you were playing as, and thx for trying.;)

Marathon. I know the building and units will take longer to build at that game speed, but I was in war without asking me in like 40 turns. I couldn't even build a Barracks in 40 turns.
 
I haven't had too many problems except random CTDs that are not replicated upon reloading. No problem with civs declaring war on me. You just need more units to increase your power, and they'll stop. I play on normal though because I have no patience.

I did notice several issues that need polishing: Stonecutter is Stunecutter. Also, the traits and some of the leaders are missing text.

My main complaint is the lack of buildings to improve health. I did notice a sanitation tech, but it provides no buildings, I assume a sewers building will go there? But adding a garden and public baths or a fountain would really help. I have several cities that are unhealthy because of population.
 
You can also increase health by adapting the Solanism religion. Its temples and shrines increase health. In contrast, the Nerulicism religion will add unhealthiness from its temples and shrines. In the future, I will add more buildings to add health to cities.

All the text in the game isn't added yet, and I will be adding more as development continues. Thanks for the tip on the misspelling of Stonecutter.
 
there is an error with the Monotheism Tech. each time an AI researches it an error message pops up (i didnt get a screenie, sorry)

i played a game and there were honestly VERY little buildigns in the start. i went bankrupt because of having to build scouts constantly, there were no other choices for ages. (playing on normal speed.) but i did rush for the elven religion, so thta could have something to do with that.

One thing i REALLY want to see is the option for cities to build something called "idle" which means the city builds something, similar to building culture, but there are no benefits at all for doing so. this should be avaliable from the start, and would greatly prevent instant bankruptedness from having no choice other than to build units.
 
An "Idle" building is a good idea. I'll work that in to the next beta release.

Can you tell me what the error message that you saw was? That would greatly help in figuring out the Monotheism error, as I have not encountered that one yet.
 
I have seen the preview of yours mod on the homepage of TGM Online, a very important VG Magazine in Italy (so congrats!!!).

I tried to download the file but I have had problems with the RAR archives, many headings are broken. I tried to play but in the Draconia main menù I am unable to see any indication in order to play, only the amazing wallpaper and a mini and empty blu rectangle in the middle of the screen

Someone can help me please?
 
Back
Top Bottom