Is there a way to mod the number of perk points champions get when leveling up?
Dekent
It's a free to play web based game....it does either of 2 things. You are hooked and spend way to much money on their micro transactions or you realize how bad it is early on =p
This is the code that adds caravans I gather? Player AbilityBonus A_Trading &n
Have you confirmed the caravan mod is working? I see the code copied into the market place but it doesn't seem to actually have an affect (yes have files in the main directories and not mod)
What exactly is broken about the default buildings? I looked through them while playing with the +1 trade route/market from my other thread and they did appear to be a mess.
Package em together by the time I get home from work please =p I'm going to add the +1 trade route to bazaars too instead of having a tech that adds them, those techs seem to come way to late in the game.
This gives alot of hope to the game knowing that things like this can be modded in easily...I've been able to make a few gameplay/building mods I thought make things more interesting as well. So how about those stave files? =)
My janusk was replaced by one of the heroes i put I parked in my capital with him early in a new game, something is up with this...
Having caravans control roads is no longer a good idea, my nations are even snakier then before with the new 1 limit! I figure markets take up a slot of food, might as well try to mod in more of a benefit to them.
Anyone know where in the files you find where the caravans are limited? I'd like to increase the cap from 1, maybe add an increase from things like markets.
I also agree this has to change, personally I like the bodyguard (champ+squad of units linking and unlinking) feature as it adds a whole new set of possibilities to make champions even more interesting.
I hate this response but...It's in the XML files =p You can go in and edit it and turn them into supermen once you make them. Look under documents/games/elemental and you'll find your units in there.
It does need ALOT more spells. MoM had alot of useless ones but it had alot of flavor. To me, fireball, electric ball, ice ball, and earthball are all the same thing. When spells are just copies with different graphics it's boring. If you are going to have an equivalent in each tree they should still be different. For example lets say a spell that adds a defensive wall to a city. Firewall does damage to melee units attacking city. W
Wait, so children can now be born with essence in the final build? That's great, is there any sort of formula to it or is it random? Also dynasties are what attracted both myself and a friend to game, so would definitely like to see them expanded upon as much as possible =)
1) Agreed! Also as someone mentioned your sovereigns avatar is stuck with the starting look instead of changing with full gear, I'd rather have the cool robes over a patchwork king for the entire game. 2) Just noticed this to, the hidden cap needs to go, you can actually see it by pulling up the cities detailed info (number of tiles). I think they just set the cap pretty high instead of removing it completely because it was easier, b
Cool, the whole 'start with a city already' bonus seemed weak before!
I was thinking it would be interesting if they had an essence based on an average of the parents. So a 20 essence sovereign and 0 essence champion would have 10 essence kids, then if they had children with 0 essence it would be 5 and so on. Now this would make intermarrying with other dynasties quite useful in order to keep essence levels up =)
It would be cool if the seed # was a calculation based off the world name, the only issue I see is what happens when the coolest world turns out to be asdfghjkl;'!
It takes more effort for your computer to navigate to this web-page, use your mouse to click reply, and type a response then it does to do 800 subtraction problems (what attack vs defense basically comes down to). If we are worried about the amount of time to do the calculations, we could simply have the 2 units 'clash' for a few seconds before giving the result, I personally think this would look better anyway.
Considering how weak armor is vs weapons right now this is a must, not to mention it's just 'cool' =p
Can't believe I haven't noticed this yet, definitely needed!
Because there are no flying units now =( I hope this is one of the things patched in/expanded on later.
I like the idea of requiring people to man your buildings, and a % of efficiency going away if you don't have the proper free people. I wouldn't want to see this as a cap though so I believe whatever the maximum number of people it's set to at level 5 should be enough to man everything. I also feel costs are just way to low. After the first 15 minutes of play I don't even look at how many materials are gold it costs to make buildings, it's all so small I can
I actually like wearing a dozen rings, I never understood the traditional limit of 2 rings. Sure you have 2 hands, but you have 10 fingers, and you can wear more then 1 ring per finger if you really want to. If I could find rings that let me fly, breathe in water, or shot lighting bolts out of my i'm going to find a way to wear as many as possible even if its not a perfect fit =) Perhaps a limit based on essence of some sort going along wi
This happens to me too, i think they are having trouble figuring out how to get where they want to go since they usually freeze up near mountains or enemy territory (for me)