It should be size. The level is shown in the XP bar when you select the unit, or at the top of the detail screen.
Kalin
They do, they gain 50% of the exp heroes do though, so they level up a bit slower.
Here's how it is suppose to work: Whenever you research a tech, you get 10% of its value in knowledge (in the same tree as the tech you researched). When you trade the tree knowledge away, you lose those points. You basically have an effective research rate of 110%, but you can only get that last 10% by trading (or you can trade it for something else). When you trade FOR knowledge, you gain those points in a random tech in that tree. Sometimes, if you're late in a game, a coup
There's no limbo. I've said it time and again, people just don't want to accept it. It's precisely because those units are usually level 12+ with massive HP that they don't want you to be able to upgrade them... as that would just make those units all the more invincible afterwards. If you want better units, you have to train them from scratch and gain those exp again. This is part of the balancing needed to make sure you don't just mow over everything in your
They don't, the world difficulty only affects monsters. The AI difficulty determines the AI bonuses. Yes, it has been nerfed. It is, however, very easy to mod back, as some people have pointed out. Although to be completely honest, the HP bonus of mobs have never really impressed me. Usually, if you can fight something with twice its normal HP, you usually have a strategy in mind that would work just as well with 3x or 4x. I'd love it if mobs get extra traits (from a r
Would you like a mod for this? In my mod all cities generates 2% empire wide unrest, with certain buildings negating part or all of that (can be easily adapted to townhalls, palace, and towers of dominion). Basically, it means that you need to keep your unrest under control while expanding or it'll slow down your empire overall (research/production wise). Unfortunately, in general, the AIs just don't handle unrest control nearly as well in vanilla from my trial runs (that's why it
[quote who="MarvinKosh" reply="5" id="3292847"]It still costs 250 mana to cast as before, but it gives you 6 points in Initiative, not 1. You need some sort of up-front cost otherwise you could cast it right before battle and then dispel it before the maintenance kicks in. The real advantage is that you go into battle with it already on, as opposed to Haste which must be cast on the tactical map. So if you like you can make your first move something other than Haste sel
I haven't really looked into it, but I'm sure it's probably missing some BG tags. It was more of a demo than a mod, so I didn't really go the distance with it.
No offense, but with 2 mana regen, in order to make up for 6 init worth of mana (1500mana)... you'd have to have it on for 625 turns... I don't think I've ever played a game that long. It's a pretty big buff unless you have nearly infinite mana. With that much mana you might as well toss around volcanos.
The reason quest maps are in a different trait is because quest maps allows for infinite quests, which when combined with heroic bonus allows nearly infinite prestige (growth) and influence. They wanted you to have to spend all 3 points in order to get those bonuses. Otherwise people would always take heroic and never bother with wanderlust. As for the OP, if you think Heroic is worth only 1 point by itself, I'd have to respectfully disagree. Even without quest maps, you're ta
Pretty sure it's not used for anything, as far as I can tell, the actual AbilityBonus doesn't do much except act as a container for the AbilityBonusOption and to determine how/where those options shows up (via AbilityBonusType).
I never really intended to make it a mod, I was just sharing some stuff I was playing with since it's easier to see the results for yourself than read the long post, but why not. I edited the main post with a link for a version for MM as requested. Hopefully it works.
This weekend I've been looking at the final piece of my 3 part attempt at balancing unique units. In this case, it's Gilden's Iron Golems. The general consensus on these guys is that they are vastly underwhelming aside from their look, so this is definitely going to be a buff of sorts (although I tried to balanced it out via cost). Originally I thought that there was 2 ways that I could have gone with this. The first and simpler thing to do would be to move these guys up the tech
Nope, pretty sure it's just high towers and consulates (maybe warden - but there's no point in having more than one of those anyways). The other zoc effects don't seem to convert when it is in a city.
Odd, I got the shroud last game, fought a garrison for it (a bunch of darklings), and the city generates darkling defender... ... until it upgrades anyways.
Definitely not WAD, because you can abuse this to make multiple high towers and consulates to get infinite ZOC and growth. Pretty sure it's a bug, but I have no idea how it is SUPPOSE to work.
I think it is intentional, because otherwise backswing would be pretty useless...?
If it doesn't, you can just make an ability to auto cast the spell, assign it to a custom unit, have the building summon that unit as a defender. Then have the ability cast a second spell that kills the units. XD
I think you can use Health Regen Multiplier just by sticking a tag into the GameModifer... like this: City AdjustDefendingUnit &nbs
Techs can't be changed via a mod folder, you need to apply the changes to the tech folder (just back up the original file). This is one of the messier things to mod.
I don't think buildings can calc "targetunit". I've tried this before some time ago, and I don't think it has changed since. Although it might be possible to set the tactical regen part via an autocast spell.
I don't think it's possible unless you actually mod the henchmens themselves because they also have a prereq for altarian race type.
Nah, that's the trick I've been using in my mod for my custom factions (new tech tree) to unlock group techs. It unlocks the old tech that does it even though those techs aren't in the new tree. The tree only determines what you can research, for techs that you unlock it doesn't need to be in the tree.
Oh that's kind of neat, using multi slot to prevent it upgrading into other mainstream items. But how are you preventing the archers from upgrading to the best vambraces? (or is that intentional?) Also, you might want to reconsider the light plate pieces for militia, the weight might end up hurting them more than it helps.
I think you can do it by having the tech unlock another tech, and have the armor require the other tech. The other tech would be hidden (not in the tree, prereq some nonsensical tech). So basically, Training would unlock armor X tech, and the armor x would naturally require armor x tech.