Awesome changes, can't wait.
BlackRainZ
Yes, 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)
Ok just quickly checked out a game with my new changes: Turn 100 -- large map, dense monsters, dense magic, normal pacing, moderate resources, all factions except for Gilden. Challenging difficulty. Pariden - 3 cities, 1 outpost Yithril - 1 city, 1 outpost, fully garrisoned city though Altar - 1 large city, 1 outpost Krax - 3 cities, 1 outpost Imperium - 3 cities, no outpost Resoln - 1 small city, lots of sp
Bah, had to fix something so will reupload. I am also going to give factions more starting gold. edit -- ok corrected version is there, if anyone tries this please let me know how it goes for you and what map settings, factions, etc. you are using. I will continue to test on my own too but it will take time to figure out a good balance (maybe).
There are some things which just aren't going to work, like my changes to the city hubs and stuff. At least not until the full game is out and they change how mods work with the game. I am putting up the new version. Still needs a lot of testing though.
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 by turn 120 or so, so they were down to two. I a
I doubt they will do this, but they did leave in the code for population to affect production, research, etc.
I don't think this is something they are going to do in all honesty, but it is definitely something that can be done through modding.
That doesn't work for this kind of mod, of course I know all about the use mods function. The changes will not work correctly if you do it that way. If you haven't tried modding things like spells, abilities, etc. you might not be aware. For new content that is fine but when changing existing content, it won't work correctly. For example, if I wanted to edit the wealthy ability and I just put it in there with a gold amount, it would not work. It would just a
Lol, as I was typing a stupid stone golem attacked my second, undefended city and killed it :( Good thing I made Birth of summer a general spell and available at start so I could repair the land. Now need to build a pioneer but need more gold.
I am thinking of putting the cost of pioneers back down to 150 because I haven't seen the AI go beyond 2 cities yet even at 200 turns, when I have 4 cities so I may lower the amount. They are keeping up close to me in power rating but they aren't generating enough gold. They would probably be fine in one of the harder settings because they get bonuses. However, it may be that they are building pioneers but losing them to the smarter monsters, I don't know at
I was trying to make it so scouts built outposts (which is possible) but the problem is the AI won't use scouts to build outposts, they will still use pioneers to build them. I even changed pioneers so they couldn't build outposts but the AI still used them to build them. It may not be possible at this time to change that.
I see. That sucks then haha. Ok have to work around it. It is easy to make scouts be able to build outposts. I just wish I could make the AI use it that way instead.
I put the download link up on the first post, please let me know if it doesn't work. Never used dropbox before. Also Follow the instructions exactly, make sure to read it all. Give me feedback, I am also constantly changing stuff.
It shouldn't be hard to do that. I can make lairs spawn much more creatures and increase their radius, but it is a lot of work heh. Just making monsters smarter took me like an hour and a half yesterday and that was editing one value. I will probably try it out in the future maybe but then there is so much to balance haha. I will put up the file so you guys can just download it and I will explain what to do but it needs to be tested to see if it will work out okay and that the AI can real
I have to say, I made some new changes and I am trying it out now. Playing a large map, all AI on challenging, dense monsters, dense magic, moderate resources, all AI factions plus my custom faction. So far on turn 50. With the changes I made, be prepared for a much longer game. You will not be able to spam pioneers, neither will the AI at least in the early to mid game. Once you are cranking out gold then it wont be as much of a problem but that wont be till late game.
Also, if anyone knows, is it possible to stop pioneers being able to construct outposts>> I tried removing the ability which allows them to build outposts but the AI still seems to be using pioneers to build outposts. (I wanted scouts instead to build outposts and not pioneers but not sure if it is possible to get the AI to do this)
I am curious if anyone has figured out how to make the monsters guaranteed to attack a city if in it's radius. I tried modding the intelligence of monsters and then tested it out. I saw an AI plop a city down right next to a slag (I changed the Slag to have 10 intelligence which is very high, the highest I saw was 12) The slag did not attack the town and I kept watching it for 60 turns. It wandered around the town and attacked a few AI groups, killing them but refus
Let me tweak it more, I am trying to find better ways of slowing down pioneer spam other than just by gold. I am going to try to make monsters very intelligent and hope they will attack most of the time to stop the ai from settling everywhere. I also made changes to population by a factor of 10.
Ah I see, sorry about that. And you were right about the custom faction, that is why it wasn't working. Thanks for all your help and sorry about clogging up the thread.
There is no mana upkeep for the outpost spells as far as I can tell, but it does cost 50 mana which can be hefty.
Well we don't know what the devs will do with the game so it is good to know how things work in case we want to change them.
Ok, everything is working correctly except for the base food per grain. I can't figure out why it wont go to 200 food per grain and it is still following the default rule of 20 per grain. I am obviously missing something so hopefully someone can help me.
I changed this like this Base Food Per Grain How much food each unit of grain produces in a city. Icon_Level.png 200 but in game it is still giving me only 20 food per grain so I am mis
ahhhh I see. I didn't know that, thanks. How about my other question Heaven>> (thanks for all your help, I appreciate it)