These kinds of things can be altered for lairs in the settings, so maybe something creative could be done with it but it isn't really what I am looking for: MonsterLair Sparse 0.02 <DistanceBetweenObjects&g
BlackRainZ
So far, in regards to monsters, the only things I see which can be altered are the spawn rating (which I am assuming is how quickly it spawns maybe) and the min and max spawn of the creatures. I am not seeing anything else I can change in regards to area it travels or how aggressively it attacks by looking in coremonsterunittypes. I will look more but I am not sure if these are things which can be modded. If anyone has any ideas let me know.
I am having difficulty with the spells for some reason. This is what I want to do (unless there is an easier way) I want to get rid of the default birth of summer and dispel enchantment spells (which i think I know how to do) and I want to add in my new versions of these 2 spells. Technically the same except I want to remove the birth of summer spell from the Earth spells and just make it a general spell if possible. I want to just make dispel enchantment cost less to cast.
I will look into it supreme, so far I have been able to do mostly everything I wanted above but I haven't looked into the monster thing yet. I am working down the list, up to the birth of summer spell. After I figure that out I will look into the monsters. I should be able to figure out within the next half hour if it is possible.
I know you want these changes in the default game but they could be modded.
Nevermind, I figured out how to do it, the way i was doing it was wrong but now i got it.
I am trying to figure out how to get rid of a building. So for example, I want to get rid of the default fort (because I made a new one). I tried doing this: 1 Ula I put this in a coreimprovements file which I put into my documents mod directory.
It is very simple darkehound. All you have to do is place a few files where I tell you and thats it. It isn't like I am modding new content and creating all kinds of new stuff, it is just balancing so it is easy to use and get rid of.
I have a right to say whatever I want to the OP so please don't tell me or anyone else what to say, thanks. I can tell him to do or go anywhere I like. He doesn't have to listen but don't be a hypocrite. Also, most of the things you are saying are not going to happen, don't you get it> The factions are not going to change, they are set in stone. This is why Frogboy and some others complain and tell you to find another game. You continue to harp on things THAT ARE NOT GOING
I have been reading a lot of the posts and listening to ideas on how to make FE a better game. Now, I know FE will probably be changing a lot in the near future but I figured I would try and do a small balance mod to possibly fix some of the issues people are having. So far this is what I am thinking: Made it so all city types can have walls. (Edit -- I was able to Mod this) Change pioneers so the
you can assign the map color, it just doesn't change in the screen but when you go in game, it is the color you picked. The roof colors and all that stuff work for me. I think only 1 or 2 of the choices don't work.
They definitely do have proximity minimums when I build them. Wont let me build close.
Yeah but I can change that easily. I will make it so that it only starts out with an extra 150 gold. Which means they could potentially be able to get an advantage (by being able to produce 2 pioneers early if it does not recruit any heroes) but this means that is actually a useful trait to take. I doubt many people take the extra gold trait. What do you guys think about that> Or should I do 300 gold extra>>
It is a very easy thing to do. You just add the requirement to each pioneer unit in the coreunits file. Add this: Resource Gold 50 The value you put in there is for an individual. So a unit of 3 will be 150 gold. 5 would be 250 gold but pioneers aren
I mod the Earth spell to be a lvl 2 spell. You do not need any crazy mechanics. Making the spell a lvl 2 (or 1) earth spell makes it an easy fix.
yeah spacebar is the end turn key in battles.
There IS a spell which allows you to re-fertilize areas guys, I haven't tried it yet but there is one. It is a lvl 5 Earth spell.
I agree, please get rid of the 3 turn min
just so you know, if you get the bug where you can't end your turn because you can't see the button, you don't have to hit auto play. Just hit spacebar and it will end the units turn.
but even if the pioneer is a priority, it wont be able to produce it without the funds. Wont this in and of itself stop it for the most part>> Are AI priorities something that can be changed> What file>
would be nice for monsters to have a radius. Perhaps there could be some events related to super monsters that try to ravage the world though, that would be cool.
Ok well just modded my game, I tried putting in 200 but when i got in game it cost 600 to create the pioneer. I realized that putting in 200 in the txt file would multiply by amount of men so I changed it to 50 ( which means it will cost 150 gold to build a pioneer) as that is a nice rounded number, otherwise it would be a weird number since you cant get exactly 200 if multiplying by 3. I will see how my game goes.
I was thinking about it and why not make Pioneers cost gold> If the pioneer costs about 200 gold to produce (or perhaps 150 depending on what is a better balance), the early game isn't going to be filled with spamming pioneers everywhere and you can settle at a more interesting pace. I mean, pioneers should require gold anyway because setting up an outpost or settlement must require funds for supplies and such, it isn't the same as producing a soldier which just requires the materi
on almost turn 300, no crashes yet. Game does slow down a little, especially in the tactical battles but usually saving then exiting the game and and going back into the game and my save fixes that.
Well it seems he finally moved down to another city and did destroy a different AI city. Very unpredictable though, seems hit or miss.