[quote who="BlackRainZ" reply="13" id="3363160"]I have not experienced this as of yet. What difficulty level are you playing, I always play on challenging or hard and have never seen this. [/quote] Same as you
Replicators
[quote who="GFireflyE" reply="6" id="3363096"] Quoting halmal242, reply 5 I wonder if the AI only settles if it has a spot that meets its AI defined requirements for a settleable spot for its initial settlement. If this is the case, there should be an additional caviet: If the AI has not settled by turn 10, total priority is for the AI to find the closest location and settle. [/quote] That or make a requirement for map generation
Had same with both custom and vanilla factions. It appears that they just never bothered to settle, and instead their AI is completely non-functional, only in specific games.
[quote who="Frogboy" reply="3" id="3360213"]While LH has a much better AI than FE. One of the things I'm lookiing forward to is being able to do post-release AI updating. It's really hard to do a lot of AI tweaking when the game itself is still changing so much. Some of the AI improvements in LH are going to need to be back ported to FE as well as the strategic AI in LH is ridiculously better. But as you can see in this post, there's a lot of room for conti
[quote quoting="post"]I was kicking Magnar to the curb, waiting outside one of his cities with my sovereign's army. I clicked end turn. Suddenly, I get a pop-up telling me my sovereign teleported to a nearby city, because she was killed. Only she was hurt and disabled for 7 turns, the other units and champions were fine. I am assuming I was the target of a Flame Pillar or some other damage spell. But I really have no idea. Could there be a pop-up and zoom to location when an ar
I am trying to create an item that would spawn monsters near the player, and the only way i can think of doing this is making a quest that triggers every turn, under a prereq that the player is wielding the said item. Is this possible? Or is there a simpler way, like making monster spawning modifier into the ring?
[quote who="ray_sloth" reply="34" id="3362668"]As a Dragon enthusiast, when I think of Dragons, I imagine a creature with very few equals in combat. These things are a mass of magic and physical might far beyond many creatures, they are ancient. I can see a King/Queen's powerful army and a dragon slayer waging war with a Dragon. The army will lose many troops, but given enough perseverance and skill, the dragon's contenders will win. The way the devs have made dragons in t
[quote who="Azunai_" reply="13" id="3362597"]they actually started using strategic spells around patch .90 i don't think the perceived problem is a real problem. i mean, it's quite obvious that you are supposed to win the game before you reach the end of the tech tree - otherwise the tech tree would be longer. what some people consider "mid game" is actually the phase where the game is already won. whether you play it out or not is up to the player, but once the game is won
[quote who="sxyz123" reply="11" id="3362593"]AI will never be as good at protecting its top units, or creating a doom stack. Its advantage, at higher difficulties comes simply from out producing the player. Some ideas: - Make it easier for AI to wear down an elite stack with its waves of junk armies.... - Limit healing per season (This is what often lets a player survive limitless enemy waves) - AI needs to be better at using spells. &n
[quote who="parrottmath" reply="2" id="3362515"]Yeah, I fixed this back in the beta awhile back, but I don't think it was noticed. Replicators - your fix will actually not do the correct damage, you only want to do this modifier. Unit &
Its missing damage in the code: [code="xml"] Break Normal attack that also removes all the Target's Defense for 3 actions. Ability_Break_Icon.png &nb
https://www.dropbox.com/s/2zn7qnm4f6s9pac/rebalance.zip?m Only difference is warriors get 10% attack increase instead of 1. This is because there is no easy way of adding +1 damage to all units that I know of. There are 2 files, 1 for the traits, 1 for the factions Magnar and Kraxis to give them another trait seeing as they now have 1 more point freed
I propose a fix to snowballing and boring end game: If Player is above AI is score, and game has past X amount of turns, and Player is in a war that the player is winning, the following must happen: [Note the following should be placed as a toggled settings in match setup] 1. All non-friendly/close/allied AI must unite together against the player, and all close/friendly AI are given a choice to join the player, or if the player rejects, become hostile. 2.
[quote who="Heavenfall" reply="1" id="3362120"]If there is, I don't know about it. At least not through the normal champion selection screen. [/quote] Do you think putting a Prereq tag into the champion with a given trait of the faction would work?
Is it possible for me to create a set of champions that are faction specific(not race)?
I think making wargs unlock a new spell "retaliate", where the spell strikes the enemy at point blank range, however also resets the unit's turn so it gets to attack if it had not done so.
[quote who="Heavenfall" reply="1" id="3362073"]You cannot set overpower to less than 0.5, as that means it will cause less than 100% damage to groups with 2 members. The overpower code is this: if (fAttackerOverPowerMultiplier > 0.0f && ulNumTroops > 1) lDamageRoll *= ulNumTroops * fAttackerOverPowerMultiplier; [/quote] Yeah, I wanted it to do minimal overpwer @ level 1. Unfortunately, if I set it to 0.5, it would do double damage
Index: 1. Mercenaries, knights of Asok are free of Wages reason: These units quickly become obsolete, and still cost significantly more than the units you train. https://www.dropbox.com/s/a0rx5cii88homyf/freemercenaries.zip?m 2. Dragon scaling This is my attempt to lower the power spike when obtaining your first dragon in
[quote who="sweatyboatman" reply="12" id="3361903"] Quoting Beakie, reply 10 Quoting sweatyboatman, reply 6 Kamamura is quickly taking on the mantle of our local troll. What exactly makes his post a troll? he does have a right to his own opinion right? It seems to me that Kamamura played an early beta of LH, decided he didn't like it, and hasn't played since. Instead he hangs out on this board, looking for more things to
I will look forward to this mod. You and those working with you are doing a damn impressive job outshining SD
[quote who="Frogboy" reply="3" id="3361951"] I wouldn't say it's a "new" game as opposed to simply the next in the series. Sequels and expansions are pretty common. If LH is successful we hope to make another game in the dowries in the future.[/quote] Not to be harsh, but imho, the jump from FE to LH wasn't significant enough to warrant $20. Maybe its because there wasn't enough brand new content added into it, it's just that n
[quote quoting="post"]This always bothered me. The Elemental games have been just shy of good in the past (Haven't played LH enough to justify a judgement), but instead of just rolling out the changes in patches, a standalone expansion is released instead. Normally I would think it's jsut a scheme to get more money, but the IP isn't even all that established. What I'm asking is, why bother making a new game, twice now, when you could have just patched the fixes and
[quote who="parrottmath" reply="7" id="3361809"]Something like this. Is Shield Is this unit wielding an axe? 1 <De
[quote who="parrottmath" reply="5" id="3361800"] percent chance that maul [/quote] Awesome! Do I ned to add a definition of "IsAxe" into the UnitStat file?
[quote who="tentacled-godqueen" reply="3" id="3361781"]sure how you'd change that.[/quote] I know about the maul debuff, unfortunately, the game files goes something like this something tagged with Maul -> looks into elementaldefs for what maul file it is -> redirects to mauldebuff I have no clue how to make it so that: something tagged with Maul -> ___________________ -> redirects to newmauldebuff