Only 20 soldiers are ever able to be seen on screen at one time. This is hardcoded as far as I know. While I imagine this will be a drain on low end to some mid system, it should be okay on mid to high system, I think. Haven't really put it to the test yet. The way it will work is that even though you may have a "100" soldier unit, only 20 are ever shown. However, the number will not decrease from 20 until the HP is low enough that there are only 19 men left. <
BlackRainZ
I am going to begin creating the mod. Is there anything else that people would like to see changed, edited or added ?
Okay, I found a way to make things work the way I want without having to give units more hp, etc. I just need to edit weapons and some monsters. I can do any unit sizes I want now. I am thinking of doing groups of 10, and 20 for the early to mid game and 100, and 300 for mid to late game. What do you think ?
Overpower works with weapons, hmm that gives me an idea.
Frogboy, PLEASE make it so that I can make Weapon damage be a percentage of HP. As of right now, I am trying to get a work around but it would be nice if this wasn't hardcoded. The only way I can see to make it do percentage damage right now is to possibly make each weapon do spell dmg but I can't even find a spell which just does Damage by a percent of HP, perhaps I am just blind. This would negate the whole pierce, blunt, etc. for each weapon though so please make it so that I can h
I was just thinking something. What about doing all damage by spells as a percentage instead>>> This is in case the overpower ability doesn't work. I wonder if it is possible to do weapon damage as a range of percentages rather than just a range of numbers. For example, I want spears to do from 5%-10% damage. Is this possible> This would solve all my problems if it is, than I can do any number of unit sizes as I want. Going to look
The problem with increasing unit stacks is having to edit every single tactical map to include more starting positions otherwise you will not be able to use all 12 units in your stack and it will just auto kill the extra units. I have been hesitant to take this approach because it seems like it will be very time consuming, but I will think about it. Perhaps there are values where I could make their damage be much less to monsters, champions etc. Y
Haha, Giskard, do you have some kind of program that auto informs you when someone is talking about the Nexus so you can come and make bad comments about it>> hahaha. Giskard is too funny. I know Giskard for many years so some of you might not know why I am saying this.
I am thinking of making units of 300,400,500,700 but still wondering how to implement it well, meaning changing HP for heroes and monsters or doing a whole weapon and armor rebalance. The reason for this is that when you have about lets say, 7 units of soldiers in an army with 2 heroes, that could be anywhere from 2,100 soldiers to 4,900 soldiers which sounds about right for an army (think total war series) I want to make soldiers much easier to r
Okay, well I now am back home (after 2 weeks). I can start getting to work on this when I have some time. As for unit sizes, you can do groups of 100, 200, 300, 400 but, as far as I know, you can't make it so that when 20 men die, the number is reduced by 1. The way it would work would be that it would show 20 men until you reached 19. This is not difficult to do but the problem is balancing either weapons and armor or HP for ch
Hmmm. Well pioneers are limited to 3 but that is because they created pioneer units and made it so they could only be built with 3 man groups. Hmm, it might be possible to do something like this with computer units since they do not design units but I don't know how it could work with designed units. I can't look at the files right now but if it were to work, we would have to make it so that units could not be designed, otherwise it would break it.
There is nothing wrong with DLC as long as that DLC is worth the money. DLC can be great so why are you knocking them for DLC? A map pack is a weak DLC though. I am curious what kinds of maps or what is special about these maps.
12 or 16 is possible, however, more starting positions need to be added to each tactical map which is time consuming because coordinates have to be added and tested and requires guesswork. Although, I have not tested it yet. As it is right now, you can make it so an army has more units in the stack but only 9 units will show up in battle when attacking and the extra units will automatically go to 1 hp or die without adding those extra positions. What I was talking
I wasn't offended. My town wont have power, or water or gas for at least another week probably. I am staying in another location. I am also a teacher so I still have to go in and teach kids who will be coming back to school soon. Hopefully soon I will be able to use my own computer again. Anyway, if anyone has any ideas, any wishes or a concept to make FE more immersive and on a grander scale, please post here so that when I can ge
Also, Sandy is the worst Hurricane to hit the east coast in probably more than 100 years. It is very serious over here.
Thanks. Are you making an armor/weapon mod? Perhaps we can work together to combine the two then because I would rather not have to put the work into doing an armor/weapon rebalance although I was thinking about it. Also, if we coordinate, you can come up with values that are good for more units. Depending on how I decide to go with armies, weapons and armor will need to be rebalanced to take that into account.
no words of encouragement huh? Haven't checked in a couple of days and not one single post of encouragement, bah :(
Sorry, haven't been able to post as my hometown got obliterated by Hurricane Sandy (yay). Well I am exaggerating a little bit (well just a little bit) Had to evacuate, reminded me of a zombie movie. So once things are normal I can work on this again. Also, the point of this thread is to discuss what could make the game more "immersive" If you have any ideas how to make sieges better let me know, or lets discuss ideas.
I will have to tie benefits to tower of dominion or another building then
Request 3# I don't think this is possible to do right now (although it might be). I want to be able to add requirements to cityhubs, so for example if I added in some new city types to choose from level up, I would want the level up choice to require a certain building or something or else it wont be shown as a choice. I tried adding this: 1</RequiresCityImpr
Another request: Please make it so that your Capital city has a defined Variable in the code. In CoreRaceConfig you have this code: CityHub1 However, this code does not work for anything. I want to be able to identify a city as the Capital and be able to call it in the code to allow it different benefits and bonuses, etc.
I would like this to be added: A way to add new city level up options. As it stands right now the code for city swapping does not work on new city types. Look below: City SwapCityHubType CityHub2_Capital I tried making a fourth option for city level up to be used on
I tried adding this code City SwapCityHubType CityHub2_Capital To the tower of dominion but it did nothing :(
I am running in admin, every other change I make works. I will try it with the tower of dominion. The city swapping may be hardcoded :(
[quote who="Parogar" reply="5" id="3262473"] Quoting Tuidjy, reply 2 Fallen Enchantress (so far) is every bit as good, if not better, than Elementa Wow. If you actually liked Elemental, you probably won't be able to post in the next week, because you will be too busy playing Fallen Enchantress. As far as I am concerned, Fallen Enchantress is so much better that comparing the two insults it. I loved a few things about elemental, but I just could not en