Always brings a tear to my eye... http://www.youtube.com/watch?v=fdANlzYH38I&feature=youtu.be
Winnihym
Thanks, Illauna. I have an answer now as to how he did it. He marched a 3 stack of 3 slave militia army, uncontested, into the wildlands and took the undefended city. That seems unlikely, as I watched that army park itself, turn after turn, inside the wildland next to superior forces from the land, and not get challenged. I don't suppose slave militias have that "monsters will ignore you" thing?
Turn 54; Magnar power rating 19, my power rating 21. Challenging settings on world and AI. I have a single stack, using leather and spears, 6 units total, lead by one champ; strong rating. Turn 55, magnar clears a wildlands, power rating goes up to 85. Is this intended? Is this possible? I know I couldn't clear a wildlands with what I had in 55 turns.
Sorry, my mistake. I had a champ with Merch I, II, who was only giving 4 g/turn. But 2 (Merch I) +3 (Merch II) -1 (Maintenance)=4. Disregard, sorry.
That's inconsistent, then. There are other perks (like the dodge one) that has 2-3 levels of +5 dodge; those would essentially be useless perks except for getting higher in the perk tree. Perhaps a better way to say this is "Please make the descriptions of the perks consistent throughout the champion trees; either make them describe the total cumulative effect, as Merchant apparently does, or make them cumulative, and change merchant to +1 gold per perk."
...are not additive, currently; only the last perk is applied.
Thanks for the replies. Sounds like you're very close to what I want to do, abob. The only thing two things I'd change it that the Unit Design ability costs 1 mana per unit, so a squad would cost 4, and a company 6, mana per turn. Encourages smaller, weaker healers. I'd also have a block that says you can't have armor or cutting weapons on the unit (ie, clubs only). Dhuran, could you explain how you're posting xml in window?
Thanks for helping, all. Yes, from a gameplay standpoint, hit points on units are a precious consumable commodity. They regenerate slowly over time, much like coin or mana, but they get consumed during battles. Being able to convert one resource to another (in this case, mana to hit points) is a strategic decision. One of the design flaws, IMO, with the skills system is that the opportunity cost you pay for a resource is paid up front, once, in the building of a skill
Shameless little self bump, since FE 1.5 is about diplomacy (coughs).
http://www.kickstarter.com/projects/nyphur/predestination-a-turn-based-space-4x-strategy-game
So, in theory, you could make a new spell def as this: - Blessing of Restoration Allows the targeted Champion to be able to cast Heal. S_BlessingOfRestoration_Painting.png S_BlessingOfRestoration_Icon.png Unit<
So, what tag on champions makes them able to have the spell that grants healing cast upon them, but disallows that spell to be cast on, say, a group of archers?
One of my personal disappointments with FE/LH is that a priest like normal unit never made it into the game. There is, to my knowledge, no way for a regular unit to gain the ability to heal another unit. There are spells that confer that ability onto a champion, but not a regular unit. I am not a modder. Before I start learning how to do this, I wanted to know if such a thing was even theoretically possible, or if there were tags that prevented a regular unit
When I view an AI opponent, there is a number listed for research. I'm not sure, but it appears to be a big number. This leads me to think this is a total accumulated research number, not a per turn number. Can anyone confirm this, and is there any way of being able to see my own "total number" to compare how advanced I am compared to the AI?
Hi, I started up a game of 1.3, and within about 10 minutes, a fine, black powder started coming out of my hard drive, accompanied by a soft grinding noise. Also, it would appear I'm now structurally, though not genetically, female. Did you guys intend for this? (Something very, VERY cool happened at work today, so I'm in a bit of a fey mood. :))
Next Installment: Legendary Heroes of Myrror
Star Control 4: The Spathi Masters
Many schools used to have precisely this class: it was called "How to Behave in Civil Society, and Why Such Behavior is Necessary". It was usually shortened to "Civics".
Who's working on the Santa mod? I'ma mood for a slaying song tonight...
Master of Orion did this beautifully in their research tree, in which each choice locked you out of the other options, unless you had the creative trait, in which all options stayed open to you. Something similar here, where each choice locks you out of other choices, unless you took a trait at startup, might be fun.
They're two weeks from release, SBM.
Have a look at worlds of magic: http://www.wastelands-interactive.com/index.php/games/worlds-of-magic Or have a look at Age of Wonders III: http://www.ageofwonders.com/aow3live/ Both look promising.
A straight 0.1gp/tile cost to roads? I like it. :)
Let's turn the discussion around. Why are you guys resistant to putting the road building ability as a trait that can be built into any given unit, no matter the faction? That's been asked for several times over the years. Is it that you want to reserve that ability for only Capitar, as a benefit of that faction?
I've noted this before, but a way to cut down the progression, and also make a good "guns vs. butter" choice here is to allow us to spend fame to add experience points to heroes. Making it a consumable resource means either a lot of low level heroes, or a few high level heroes. It also solves the problem of hero leveling, and getting to the end of the trait trees.