Quoting parrottmath, reply 102
I disagree. My biggest difficulty in modding this game is drawing the darn icons.
Really? OliverFA put his some input, but let me add more: there are too many inconsistency and too many limitations to do anything on this game.
Like... dynamic cost for casting something fronthead? not possible. Even setting things like minimum distance between cities for each map requires one of core files in game folder has to be overwritten, not possible using mod folder. No way to fix AI issues, AIs not playing same game as player does (like, AI actually does not really play quest in same way as player does.)
I know this has gone to off-topic so I will make this short: don't expect anyone to make any 'proper' mod to test out all of the ideas present because the game simply does not support modding game mechanics in reasonable way.
I have been modding this game for awhile. As I say there are some limitations in what can be easily done, most of what people want can be done. For dynamic cost of casting something, this can be done. The other part of editing core files, you can set this up by creating a senario in game. This will allow you to edit any of the core files and you set up a war between nations. Within game to set up random sovereigns and such may be a little difficult, but then you don't need the ingame editor and function players to set this up. Like other games and how you mod them you produce a front end that runs the game afterward.
The AI problems that you talk about can be fixed in other ways. For example, set up poor tatical decisions made by the AI to be bonuses. If you've played the game enough you know what the AI will do, it's not all that random, and the moddability of the game is there. I've made several mods and discovered there are loopholes in most of the system. Most of what OliverFA is wanting to try out may not be done directly, but there are systems in place that will produce basically the same effect.
It is not that hard to develop your own programs that will make a random map (better or the same as what the game has). When I say this is not difficult to do I really mean it is NOT difficult to do the modding. I've already on 2 seperate occassions posted a mod that removes the champion XP split from everyone. It is simply adding a line to every champion
It is a simple mod to create.
If you want to run a more linear scale when it comes to the XP bonuses create a spell like this
<Description>At the beginning of battle a bonus is applied from each hero to every unit in the stack.</Description>
Then attach this to every champion by giving an appropriate abiliy. This will then have every champion cast this at the beginning of every battle and since it can stack you will find that with 2 champions you get a 150% bonus, but if you do the math 100% exp divided by 2 gives 50% of the XP, then 150% of that XP 125% of the original XP. Mind you you get 175% of the XP in a battle with 1 champion involved. Thus, the reduction goes down by less than half. For 3 champions you then would get 33% of the XP but a 225% bonus, That means you get somewhere along the lines of 75% or little less than half when with 3 champions.
This will still reduce the XP, but you can have around 3 champions and still get decent XP for everybody in your army. This can be done from the mod folder.
For dynamic spell casting in tatical battles add the game modifier
<Calculate InternalName="Calc" ValueOwner="TargetUnit">
<Expression><![CDATA[[Unit_GetLevel] * -10]]></Expression>
This will cost the casting unit 10 mana per level of the target. I'd call that dynamic and an upfront cost. Currently the strategic map casting calculations are broken which they are slowly fixing.
Editing the AI would require scripts to determine the functionality. Notice throughout that we have AI_General tag everwhere... There is an xml that can edit ALL of the AI personality and what choices they make. What priorities they will use and what they will try next. You can edit all of these files, I haven't editted them and I don't know of any of the modders who have touched these files. You can probably set up the numbers in such a way that you have effectively SCRIPTED an AI to do exactly what you want them to do, but that would take hours.
I could address all of these issues that people have listed in these pages, but I just don't have the time or more importantly the money to devote that much time to working with all the XML of these files and create a fantastic mod. There are some quirks and things that you want to have happen that just won't because the game engine is limited... I'm sure you can even get around the combat ends movement (I've got an idea that probably work).
I don't think XP split is the problem, I am developing currently a mod that will provide INFINITE monsters (or even near INFINITE). Provide a really slow but high level game. I'd even include a trait in the trees that will allow you to get around I cannot choose a trait bug on the level up screen.