Need feedback on Damage, is dmg too low or too high, both physical and spell dmg. Dmg from heroes on units and monsters, dmg from units on monsters and units on other units, especially dmg on smaller groups vs larger groups. I am playing an XXL map and haven't even met another faction yet so it might take a while. Have dense monsters on so lots of monsters. I may need to play another game and if I am on an xxl map not use dense monsters because it may be slowi
BlackRainZ
Well, it was a consideration. I didn't even look into it yet and wasn't sure how difficult it would be. My main concern was getting your units and buildings and such into the game. The balancing part might not be as difficult as you think but again I haven't even looked into it yet. I am actually playing with my mod right now to see how it is playing out and I am liking it so far. I guess my thinking is that I really like your di
Just want to give some tips on how to play with this mod in case you are a little lost. A big focus on the early to mid game is going to be on your capital. You are not going to be able to grow your additional settlements quickly but once you get a well and maybe a growth spell on it, they will grow a little. You are definitely going to need a town in order to grow your other cities further. So consider that when you are settling. Although you can make your capita
Is this being worked on anymore>
By the way, if anyone wants to try this and likes Seans very aggressive monsters, all you need to do is add the coregoodiehuts from his mod to my stuff and that will put that in.
Okay, I uploaded the mod again, those of you who got that other version, download this version and overwrite it. This is much better than that version. Brings back wages and training times but the wages are a little bleh but gold will be less. Also, I included a units folder which has units you can add into C:\Users\BlackRain\Documents\My Games\FallenEnchantress\Units
I will most likely put up another version today as I made some fixes that needed to be made and I will put back in wages and training times for units if I can find the balance I am looking for. I am also going to use a different host server that is not mediafire. It is really annoying me that they tied Production and wages for units together. I can't understand the logic there, it makes it very difficult to edit because I have to be mindful of both and have
I see, thanks. I think the way I have it now might be fine but if I change my mind I will try this out.
I have already made some new tweaks and I see that I really need to go back and look at resource costs for weapons and armor because it is way too much for 100 or 300 men. Will be doing that tomorrow and I will put up a new version with the changes I have already made. I have also made units for the different factions already but I just quickly made them in the unit design for each faction. I can share them but they aren't anything special and I didn't take any
I see.
Okay. first version is done and up. Make sure to take notice of damage to make sure it is balanced (both spells and weapons) Training times are just 1 right now for all units, this will change. Make sure to take notice of population and growth to see if it is balanced well (remember it is intended for the cities to grow slowly) Pioneers require 25 population so make note of that.
Hey Sean, had a question. Did you remove wages from all your units ? For some reason, unless it was something I did, units trained are not requiring any wages in game. Just says 0.0. The only thing I can think of is because I made changes to coreunitgrouptypes and made larger groups, but why would that eliminate wages ?
Okay, I figured out how to make this issue better. I will release the first version today but there is still work to do. Hopefully people will help me figure out what can be made better.
I came into one problem which I need to figure out before I can release. I use overpower on all weapons so that heroes and smaller groups of units still have somewhat of a chance against large groups but the problem I am having is that because 100 or 300 men is so large the overpower ability allows smaller size groups to do way too much damage. Need to figure out how to limit this somehow. Perhaps only give heroes overpower ability but then small units of 5 or 20 men won't do much damage
Also, I am just about finished with the first version.
Well, I am not sure it is possible to do it the way you are talking, but consider this. Units do not do a set amount of damage. That isn't how it works. Each soldier basically rolls an attack and may do more or less damage so the total attack isn't going to be 5X5=25. The damage could be anywhere in a range of 0 to 25. So even by, say, reducing dmg down by 80 % the units will still have a certain range of dmg. Also armor will mitigate that. The idea about monste
Just about done with the first version. I will try to upload it soon. First version will require testing though. Things to look for: Training times. Training times will be very low right now. I have to play with the numbers until I am satisfied. I want training times to be short. In my opinion it should only take 1 week to train 5 men, 2 weeks to train 20, 3 weeks to train 100 and 4 weeks to train 300 (this will vary depending on weapon perhaps). Obviously it will
Can you give me an example of what the full code might look like
I am not sure if it is possible to do max damage even when soldiers in a group have died. I haven't ever thought to look into it.
Originally I only asked a question to see if something was possible, that was all. You said that I was going about things the wrong way and told me something completely different to what I was looking for. I don't want to argue and I am not looking to create a situation where we are at odds so let us stop the arguing and why not move discussion to the other thread. Perhaps you have some ideas on things you would like to see to increase immersion.
Thanks Raledon. I found a way to make unit damage considerably less though. I can now make units damage be minus any percentage I want. So a group of 300 men wielding a 7 dmg spear would normally do somewhere around 2100 dmg but if I make it minus 90%, they will only do around 210 damage or less. Even less damage if someone has armor. They will still do a lot of damage but it is 300 guys after all. Heroes will also be able to do a lot of damage to them, they just wont be able to take a
I actually finally found out an easy way to get this to work. I won't have to do all the work I was doing before but it will take some time to implement. I may finally have a working mod within a day or two.
Emmagine, thanks for your intentions to help me, but I was annoyed because it seemed in your first post that you had no real idea what I was trying to do and were basically telling me not to do what I was trying to do. I really don't like when people try to help others when they do not know what is going on or how to help them. Sorry if I was rude. This time you did give me an idea though, thanks. Anyway: I figured out how to make it work. I now do not have to do al
I do still want to try to get this to work but I was just thinking. Why am I killing myself over this when perhaps it doesn't need to change. In reality, one hero should not be able to take out 100 or 300 soldiers on their own anyway. In a pitched battle where 100 or 300 guys are surrounding 1, no matter how strong, the hero is going to lose terribly so perhaps I shouldn't change it at all. Might even make for some interesting play. Heroes will still be good against monsters and small
I have tried with UnitStat_Attack_Pierce as well and it didn't seem to do anything but let me check again to make sure when I have time.