That portrait… it reminds me of my own
I do love the “churchy” look of the icon on the top right of the character sheet… I can guarantee that I will re-use it (or the style) in one of my mods .
It is called stained glass . I agee, looks very cool. But makes making icons in that style way hard.
Thanks… stained glass, that was the word I was looking for . Actually I am not thinking about making icons in that direction. I have some kind of a church-mod in my mind where this could be a nice art-element. But that is still a long way to go… so let’s see.
Btw. it seems like the picket fence gate is now only one piece which needs to be crafted and you do not have to put it together out of two pieces… I like that change.
< wants to translate Character Sheet
< hopeless in using graphic programs
Whyyyyy… D:
(Already dealt with the HTML side of the Sheet)
I’m always late for the party… Wasn’t it a coincidence that they made a new release yesterday?
Time to check this out!
I swear it’s a conspiracy against me.
Updates in video format, for anyone interested
look at it as an opportunity to keep those coding skills finely honed!
…
[size=2]but yes, in actuality, Radiant despises you, and this is an effort to “keep you down”[/size]
Official Radiant Fanboy
I knew it! There’s the official statement!
are these traits going to be a factor at how well the little dude/dudette performs specific roles? eg high courage = good soldier
They already do. Speed influences how fast they walk.
i think thats a safe assumption… the traits can play into a whole host of things… we know our units are driven by “motivations”, and those could end up being influenced by traits (higher courage, more inclined to run towards a conflict, than away, but low strength means it might not be such a good idea afterall!)…
edit: ninja’d by @RepeatPan… thanks for the confirmation…
I don’t suppose you can errr.
Crank that one up a notch or twenty?
I kind of do and did. rp_sized_people changes the speed according to the size, the smaller your settlers are the faster they move. If you want to mess around, just set it to 0.1 as max or something.
But yes, you can. Relatively easy on top of that.
fantastic! this really is promising!
why am i so excited by this? well… haha…
buffs!
I am in love with the idea of hero classes which buff all units nearby.
for instance a battle paladin buffing health or a master hunter gathering more food when pack hunting.
maybe even having an avatar character who you start with that you can tune to buff your civi a certain way. especially useful in pvp
Just to say, the traits obviously do point to which might be a better choice, but I believe Radiant are very deliberately keeping their effects quite limited because they don’t want to pressure you into making people into specific classes etc. so say if you had a guy you really wanted to be a soldier (because of his look/name lets say), but he had like 30 speed and 30 strength, they deliberately want to keep the effects of that down so that you can make him a soldier and not suffer too much from it. Obviously they’ve been implemented, so they have a reason to exist and do give a buff, so fairly obviously there will be people optimal for certain things, but I believe Tom has tried in a few streams to get across the message that yeah in terms of gameplay you’d be slightly better off, but really just do whatever the hell you want, and don’t worry too much, you’re not going to lose out an awful lot.
Then it’s time for… RepeatPan’s Ultimate Realism Mode of “You Are Gonna Ragequit So Often”.
Oh good gracious no…
Actually in all honesty it would make a nice mod. It seems a little too little to be a gamemode, as it doesn’t add much to gameplay other than changing the traits, but for a small mod it would be a nice way to allow people to further sculpt how they want to play; make the best decisions for each unit or get to do whatever the hell you want
Personally, I think traits could have major affects on units as long as you are able to change them, through training or otherwise. I would be okay with having the main traits fixed, however (the current system derives each of the 3 category from the 3 main traits with min/max values) the derived traits could not get lower/higher than the traits allow it.
So you could optimize your units a bit while still desperately hoping to get good random ones. Perhaps “buy” them from the caravan.