Wanting to increase prices sovs and champs can sell things for at the shop. Is there a global value somewhere or would I be looking at tweaking a ton of different values per item ? Anyone know ?
Supreme Shogun
Cheers BlackRainz, love your mod. Glad it's still here. I don't know for sure but it seems like, at least, the monsters are same as last update.
I am going to offer up my own take on attack vs. defense. Having gotten heavy into a long game, defense/armor way outpaces attack/weapons on the tech tree. By the time you can get into chain you are godly. Bows are utter crap at this point, initiative penalty and poor attack to boot. 9 Att on a Longbow. Crap!. Chain Helmet, Chain Armguards, Chain Breastpiece, Chain Greaves, Chain Boots. Godly!. No Comparison. Longsword? *Laugh*
It is certainly frustrating that the AI spams like its going out of style and cares not if some potential huge, devastating monster is 1 to 2 tiles away. Then said monster just yawns turn after turn after turn.. then wanders into my territory. This bugs the crap (_understatement_ ) out of me.
You may have to research mounted warfare in the game for horse to be available, plus have some horses in your resources at the top.
they're pretty dang rare, to put it bluntly. more rare than gold resource or ancient temples atm. I still haven't seen more than 1 of those. IDK. Play a large map with dense , get more chances is only thing I can tell you. Outside of modding the rarity.
I've resorted to rename using a (T) (C) or (F) along with the name, also appending something like 4-2-2 (Grain-Materials-Essence) but I really shouldn't have to. It gets me thru it for now. But it still leaves you clueless about some upgrades. Also if your city say gets a farm or clay tile those numbers are going to be off.. Meh.
Wow that sounds neat.
I'm seeing the same thing. I think there's a cap of how much can show up in each area. Also maybe they have been tweaked into being too rare now.
Just for the sake of clarity, I agree with what you are proposing when it comes to Sovereigns and Champions. IMO, the reason staves are what they are is they don't want units of 'mages' just rofl-stomping everything. Let's face it you are so right, in general. I will say that one staff, Staff of the Furnace allowed me to fire dart even when I wasn't playing with fire. It's rare, so I hardly ever saw it again. New Ideas
Thanks for answering, didn't mean to sidetrack you. Also, thanks for pointing in out the way you are doing. Pictures are worth a 1000 words (or more! ) . You are right, as a player one should expect not to have to resort to ctrl-n. At least in the finished product.
Like Umbral said the AI goes for magic a lot. Another thing I notice is they seem to beeline and try to build Ereog's Tower first.
The stockpiles of armguards/greaves/whatever is a known bug where you can be awarded the same loot over and over and over. Agreed on your general AI points. I don't think it thinks about defending and holding territory. More like get there first no matter what. Which, I don't consider smart. Re: Magnar specific, It's harder than it sounds to get the shard you want / need. It should go for fire whenever possible, but have so
Can you see them now? LoL. Well anyways good catch.
I like this thread. A Lot. I agree.
But he swung his pointy thing in their general direction. [e digicons]:grin:[/e]
Where do you get 12 is the minimum? Do you have a life shard? Cause the spell description says 8 + (4 per life shard ). According to CoreSpells.xml, it's going to be the same every time unless the number of life shards changes.
[quote who="DsRaider" reply="3" id="3214410"]Quoting BlackRainZ, reply 2Yes, do not make city enhancements less powerful. They are limited by essence. I wouldn't mind making them more expensive to cast though. Other points you make are good, especially with the binding trait (those elementals are useless) The problem is that most of them get more powerful the more essence you get. With Oracles and Pools 3 essence isn't that rare. Thus by using one essence spot you can
good ideas!
My tactful way of agreeing is yes, the spells do need some work. Not only would I like to see some tweaked and fixed, but new ones as well.
Well we'll still have something to fal back on if they don't . [e digicons]:grin:[/e]
Loving your changes man. Seeing Obsidian Golems wander around, love it. Haven't tested a whole lot but 1st game to 100 turns, I had 2 towns, Yithril 1, and Resoln 3, medium map, balanced, dense, 6 players including self. Hadn't met any other players yet. Yithril's only 'problem' so to speak is it is next to me and wildlands. So that faction is doomed later, but its not at a huge gap, challenging aft
[quote who="BlackRainZ" reply="44" id="3214335"]I decided to try lowering pioneers to 150 gold. I played a large map with dense monsters. Just 4 factions and me. I wasnt actually playing just observing what was going on. The AI was having a very difficult time expanding because the monsters were wiping them out. By turn 100 only krax had multiple cities (4) but that is because I forgot to lower their wealth ability which gives them a huge advantage but they had actually lost 2 of those towns
You're right, but I had just started "use mods" this past week. I'd have to get rid of anything that would be duplicate, plus do things like add negative number in for wealthy, etc. Yes as you say, it is complicated. Some of things I have been doing is new so up until we get to here it's all fine. If I can get it all to work that way I'll let you know. I'm going to get what I can to work. I co