BlackRainZ

BlackRainZ

Joined Member # 2383523
50 Posts 1,009 Replies 1,127 Reputation

Okay so new version has the following changes, will upload soon but it needs testing, it will also require a restart for new changes to take effect. Also you must delete all the units you created by going into C:\Users\BlackRain\Documents\My Games\FallenEnchantress\Units. Delete every unit file in there. Units will have to be remade or you can use the units I made and put them in there. However, the units I made are very generic and only have 2 out of 3 traits. If you want the AI to have bett

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Okay, I will think about the things you have mentioned and how i can fix or change them. I can try removing the damage limiter to units and see how that effects play. Or I can try a much lower damage limiter, maybe of 50 % or 30%, what do you think ? As for the cost of units, I wanted them to be cheap and easy to train. I could increase them a bit but the point was to be able to build big armies and not be worried about losing them. Th

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[quote who="Sentinemodo" reply="203" id="3315294"]that's posts is from the release time/end of beta period. Not much have changed since, might be only that a couple more variables got exposed as named variables. I'm thinking about the damage modifiers you implement though. What was the reason to put that modifier and then balance it with 0.15 overpower? I am finding myself attacking always the largest squads since this gives me the best damage per hit

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You know what, I might have purposefully left out the military traits with the 5 man group bandits and darklings on wargs so that they would pose more of a challenge early game for your heroes. They become nonfactors once your heroes level up a little and you get 20 man groups. I think it is more fun that way but tell me what you think. Now, I didn't think about dodge for some reason. It does make sense that large units of men should not be able to dodge attacks and

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Oh by the way, you may think that heroes are way more powerful but when you have a 300 man squad with over 4000hp, you might rethink that heh. Heroes do get a bonus to attacking large squads though. I might need to balance that out a bit. Let me know if they are slaughtering large groups. They aren't supposed to be able to so I can lower the bonuses.

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Im not quite sure what you mean by this: "might be, but in your mod 25 is not material, should 300 to match the current patch" To create a pioneer, you need 25 population. Are you referring to something else ? Sorry, a little confused. The problem with balancing the damage is that there is no way to effectively limit the units, tru

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My mod, which is based off of this, works with 1.12 and I don't think I remember having to do anything to make it compatible so you shouldn't be having trouble, but then again maybe I just forgot I did something heh

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I found one problem but I don't understand why it isn't working. The Tower of Dominion is supposed to give 2 grain, 2 material and 1 essence to your city but for some reason it isn't giving the 2 Materials. It gives the grain and essence but not the materials. It has always worked before and the code seems fine. Very strange. ---edit--- Okay, I got it to work now, have no idea why it wasn't working for me at first but now it is working. If anyone s

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I see what you mean with the mercenaries thing. Actually there is a world resource already in the mod you can build on which will give you mercenaries every 10 turns or so, a random force of mercenaries which are actually pretty good. Also, there are other world resources that give you units when built on randomly every 10 turns or so like wildlings and such. I am not sure if this does exactly what you want, but it could supplement your forces. If you want more, perhaps

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