Willie, Most of these are pretty simple for the AI to use. Most of them are production bonuses. Getting the AI to use them is as simple as setting the priority high. They are not equally balanced for every faction, or even every play through. If you are playing an archer army, the psionic blast ability is going to be completely useless to you. The AI doesn't build predominantly archer armies though, so it isn't going to matter there. If
emmagine
Going to be testing these today, and updating the Varsis mod with them when done. I would still like to find another building for towns. I am not going to muck with the level 5 choices, as all of them are rather powerful as is... So to make a new upgrade that would be exciting to find, it would have to trounce the ones in place. Nothing says I couldn't add more than one per level though if someone has a really good idea. I'm still kicking around the idea of
Made some changes, more are still coming. level 3 Fortress, Psionic Training Academy (all troops trained in this city will have the psionic blast ability, a ranged attack that does 1/4 level per figure in the unit +1, with an 8 round cooldown.) Level 4 Fortress, Enchanted Armory (Provides weapons and armaments to units trained in this city that grant +1 fire atk / 2 fire shards, +1 defence / 2 earth shards, +1 init / 2 air shards, and +1 spel
isn't one of the level 5 fort upgrades already 50% reduction in metal cost?
My first thought is to look at the code for shrink. You will have to go through and scale everything though... a find/replace batch might be your best friend.
you could have them drop spider eggs the same way some golems drop iron, and other monsters drop crystal. I don't know if it is possible to have items in the shop cost resources other than gold, but it should be. One of the things I planned on modding was adding 1 horse resource to the cost of champion mounts (or warg respectively)
did you exit the game and start a new game after installing the mod?
Fantastic ideas raledon
Guild warehouse is indeed very nice. While I have found myself on occasion selecting the factional food, it isn't exciting enough. I'm going to try bumping the factional food to 40, and an additional 2 population growth in that city.
The psionic blast is rather powerful for a unit that is produced here. Keep in mind however, that this is in direct competition with the auto trait that causes them to always act first. My testing has this ability doing comparable damage to a unit of equitable bowmen. I'm currently workling on a drawback for the training institute that will reduce production in the city by 35%. Big benefit, Big cost. I like many of the names you've sugg
I'm adding some rare buildings to the city level up options. The idea is that they will be flat out better in the vast majority of cases, but you won't see them very often. Basically a "oh cool! I got a special!" when you level up your city above and beyond the normal. You might see one every 7-8 cities. Some of the buildings I have added so far level 3 Fortress, Psionic Training Academy (all troops trained in this city will have the psionic
Solved it. I somehow missed the tag Thanks for your help, you got my mind working on a more reasonable track :)
No worries. I did use your advice for further trouble shooting, when I delete one of the other options from the list, it only gives me two level up choices. So it is not showing up at all.
no, I want it to show up as a random option, kinda like level up traits for heroes. The idea is that this would be a rare option for an upgrade, once I change the chance of it showing up to 25 or so.
The code should be adding a new building, very common for testing purposes to the level up options of a fortress. It is not showing up as an option. Psionic Training Academy Unlock the mental forces latent in your race. All units trained here will have the psionic bolt trait, allowing them to attack the minds of their enemies
I'm creating an ability that I wish to do 1 point of ranged damage per figure in the unit. What is the format I'm looking for in order to get the TroopCount into an equation? Never Mind, Found it myself. [Unit_GetTroopCount]
This mod is WIP, and in Beta. changelog: .24 fixed a bug with Pious Farmers that was preventing the benefit from working. https://www.wincustomize.com/explore/elemental_fallen_enchantress/34/ or http://fallenenchantress.nexusmo
The theater of the wind method was unsuccessful coming from a level up ability. Looks like it is going to have to be a tech unlock.
thanks havenfall!
Is there any chance your build fixes the issue where using StationedUnitStatBonus can't have a calculated tag??
I'd like to make a building require an ability on one of my champions. my code currently has the academy available from turn 1 without meeting the desired prereq. Unit_Level Governor's Academy <Description
I think you'd be better off having the 2nd trait only unlock if you have the first trait. (has first trait as prereq). Now you can have your item require just the one trait.
I've been trying to figure out how to do this for months, did you ever create a working build?
My next goal is to add some rare city upgrades in. I was trying to think of some things to do. The first thing that comes to mind is simply more powerful versions of existing upgrades. I figured a good source for ideas would be here.
change the way you're going about it? Have the quest reward an item, that would tell you what it is. "sack of 10 gold coins" you right click it and get the gold. Then you'd know what bene you got.