Why is this not getting any attention> This is something which should be fixed. What is the point of telling us we can build roads but then not be able to do it because the code is bugged. Please fix!
BlackRainZ
The speed at which units and champions level have nothing to do with the cities. The cities level based on population which grows by your prestige. How you could confuse the two is beyond me. As for XP, I personally love my heroes leveling fast. That means even above lvl 8. Even by level 8 you have nothing really of note and you never reach the higher levels by end of the game which is silly. Sean, I have some idea into how the XP is done si
In game, it seems that any champion that chooses to go the path of the governor should be able to build roads, this is not the case. I looked at the code: Unit_Level Road Building Allows the unit to build roads<
Yeah so a global value would be impossible to change at this time i suppose.
Here is the code. The only requirement being path of the governor. It doesn't have any of the other code which other traits have to make them accessible. Look below. Unit_Level Road Building Allows the unit to build
I will try to look for something. IT may be hardcoded though.
Did you try hitting end turn again and then seeing if it corrected themselves>> I checked it in game, and it does work. Alchemist and temple of essence worked correctly and the code seems fine.
I just checked if the temple of essence would automatically adjust for new essence gained and it seemed to work correctly so I don't think it is broken.
It has happened a couple of times from what I have seen. There is no way to make the monsters attack cities right now. What I did was make the monsters more intelligent so they are more aggressive. This doesn't mean they are going to be 100% different hehe. There is only so much that can be done, but I know for a fact they do attack more, it just still probably isn't enough. I did not play around with radius and all that.
removed (might be wrong with buildings because it seemed to work correctly when I built the temple of essence)
Just checked temple of essence and it gave me 4 mana per turn (the correct amount), so what I said above is probably accurate.
I looked at the Alchemist, and it is functioning correctly according to the code. The code says this: Resource Mana 1 +1 Mana (+1 per Essence) 1 <Calcu
I posted this already and someone had said it was working, try waiting a turn, but it is not working. I just tried it out in game to be sure and waited several turns and both Nature's bounty and Sovereigns call did not update. Screenshot below. City started with 2 Essence, cast both Sovereign's call and nature's bounty. Build a scrying pool, now have 3 essence but still only getting a bonus of 2 to grain. I waited several turns already, no change. &n
The code for Alchemist is this: Resource Mana 1 +1 Mana (+1 per Essence) 1 </
[quote who="Supreme Shogun" reply="10" id="3217325"]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 ? [/quote] I am pretty sure it can be done by tweaking each and every item. Not sure about a global value, I can try looking for it. Haven't thought about it. The world is a post apocaly
You can make pioneers cost gold by going into the coreunits file. Look for the pioneer units, there is one for each faction. Then you should add this code in: Resource Gold 50 Change the value to be whatever you want them to cost (multiplied by 3)</p
Yes, there are also certain things which can't be done unless you change core game files. Post in my new thread if you have any questions, and yes I was able to make Monsters more aggressive.
I suppose. I guess it depends on the playstyle. I am one who likes to raze every city and rebuild them haha. I can easily change how much it costs, but I don't like that it is only left to Earth because if you don't have Earth spells, you are screwed basically.
This is carrying on with the work I was doing with the last version of the game. Below are the changes I have made or will be making in order to fix some of the issues that people are having with the game. Yes, I know they will change and\or fix these issues in future versions but this is a means to have something now and for my own practice as well. I am learning the XML code as I go so please leave requests and\or ideas you have on how to make the game better.</
Well roads are still being auto generated which I am pretty sure that was the way they always intended. There seems to be no way to build roads.
City enchantments are not updated when new essence in a city is gained. If your city has 2 essence and then you get the oracle and now have 3, the city enchantments do not take account of the new essence and must be recast to do so.
I believe a new feature in this patch was the ability to build roads. I got a champion and made him follow the path of the governor but see no way to build roads with him.
Yeah at turn 150, Pariden hogged up all the spots near me, with like 8 cities and who knows how many outposts.
If a unit has an ability or item at the bottom it won't automatically end the turn. If the unit has no abilities, no spells, etc. then it will automatically end their turn.
I see frog, thanks so much for the response. I just thought I saw in the changelog that the issue had been made better so I was curious when going into the game. I have played around the the CoreAIDefs and I see where expansion is heavily weighted in the early game (5) and then goes down. I tried playing with these settings but they didn't seem to do anything (the ai still expanded just as much)