After playing warlock 2 quite a bit: Logistics are a PITA - possibly quite a bit of backtracking if a shard has multiple portals Its not difficult to get quite a few units and have many small incremental moves - quite a bit of micro Right around shard 4 or 5 it seems you meet tormenters. Nasty 150 hp units with a nasty elemental attack that DEMOLISHES standard troops. Hopefully you have a couple good buffed heroes or some vam
jutetrea
I like building upkeep and the limited # of slots. Leads to the ability to specialize while still being flexible if needed. Limits the amount of micro as well since there is enough with the troops. Not really liking the unhappiness from destroying a building but I get it maybe wish it was just a bit shorter. It is a bit tougher with the city caps - after awhile 3 or 4 above the cap does get a bit annoying. I like that I need to mak
Looking at the rules, options and choosing what "I" think will be a good 'build' - then playing it out Starting with a powerful 'me' that I can then further customize with a bit of experience based on what I need. Do "I" need to be a research machine? A solo quester? Heavy movement to get more things done? Heavy defense where I can tank and have a bunch of ranged? Can "I" sacrifice mobility for some other benefit? How do "I" wa
[quote who="Frogboy" reply="156" id="3446240"] In the case I'm thinking of, the player is up against a Mithrilar that using a mortal avatar. The main point being is that I'd like to dispense with the wimpy (oh look, I can now have a club) beginnings and start players out much more powerful. Elemental has all kinds of powerful spells in it, volcanos, meteror storms, tidal waves, but few people ever see it and we had to totally nerf other easier things becaus
[quote who="UmbralAngel" reply="30" id="3457019"] ... In Master of Magic, I really enjoyed just clearing out the map of monsters and lairs, collecting experience and loot along the way. I play AoW and FE the same way, leaving the AI as "dessert" unless they get too annoying early on. In MoM, there were some very challenging fights against Demon Lords, Death Knights, and flocks of Sky Drakes. Even with a powerful army, there was a chance of death, even a complete w
And whatever you do - figure in some way to display game metadata and ideally keep a historical track. I keep putting the series down (even after 1000+ hrs) because there is no continuity between games/civs/profiles, etc If you do bring dynasties back - keep a family record. This would allow starting a game with an added parameter "Generation" Gen 1 = no additional benefit Gen 2 = some benefit from a prior generation - nothing, added equipment or go
Biggest concepts that I would like to see revisited either in a remake of WoM or a playable option for LH Broken, dangerous world Sov was an insanely powerful being that can start a civilization and had the ability to use his powers to change the world in a finite manner. Everything revolved around essence Essence was a finite resource Sovs and some sov children had essence - so dynasty concept was important Essence was
I usually make my 1st a commander for roads and command. Then its a luck of the draw - if you get a good one, they can be powerful well into the mid game. Fully depends on build and found equipment though.
Thanks for the details - looks like a lot of interesting stuff. RaceConfig - all kingdoms have combat bonuses, such as quickly, lucky, tough, which are popular among human players. - does this mean all races have the 3 faction bonuses? i.e. so any enemy standard faction units will have them? CoreRaceTypes - all AIs likely to be expansionists and militarists. - Curious if this will stunt variety. I'm not sure the factions have enough personality to really
[quote who="jeffqyzt2" reply="17" id="3419622"] Quoting jutetrea, reply 16At one point I created new pseudo factions mirroring the existing factions to give them some additional benefits and modified their sovs - but it was too much of a pain to create all the unit types and the factions floundered. Curious how tough it would be to just jack all the existing sovereigns up a bit and provide them with some basic equipment - problem is that when they do an upda
Using the custom provided faction is much more fun. Limited to one city but you get the included improvements. Working well so far, city is a beast. Haven't gotten into a war yet, nor taken another city. Lightning form on Sov still seems OP. I'll probably reduce the multiplier to 3 instead of 6 next go around.
Request in the same sense as this mod: My mental image of a sovereign isn't of a 20hp level 1 'nothing' who picks a profession after reaching level 2 by beating on a bear cub. Its always bugged me. I can mod my sovereign to be more powerful by adding in mods such as this (better talents/professions), adding additional customization points via elemtnaldefs and making items/mounts available during custom Sov creation. Then you have a che
Agreed, could you go into more detail on what actually changed please. Sounds interesting but would need to figure out how to incorporate it into existing items.
Should my settlers not be able to settle? I am NOT using your custom race - using a custom race with your blood. Settlers seem to be able to settle - although i haven't yet. guess I should have confirmed. What is supposed to happen when you capture another city? I have my unrest at 5/city so my unrest is pretty high but nothing unique. Might also be a function of the custom race. Lightning form seems overpowered -
Going to try this out. Read through most of the xml - didn't even know you could add all that stuff to one xml file :) All looks interesting. The while empire with LIfe and empire version of life magic seems ambitious, curious how it will work out (especially outpost on a shard - does it change to either life or death automatically now?)
That seems like it should work, thanks. Not exactly sure what these specifically mean but should be able to figure it out through trial and error. 6 1.5 1.60 will try 3 0.75
First question Where do I modify the AI research speed? Seemingly with 1 or 2 cities they are cruising into the upper research tiers and during a trade they have hundreds of research trade units while I might have 50. I don't mind that it cheats, just want to modify that one aspect of it down a bit. This is what I have my expert set at in coredifficultylevels.xml but I don't see anything specifically regarding research and don't see a
I started a game with it and in hindsight will also change the timing a bit since it does seem to occur pretty quick on a huge irregular map. Haven't noticed the XP fully yet - I think i'm only at the 2nd tier right now. Like the concept a lot
Will it not work for 1.4? Haven't been around since 1.2 so going to see what happens when I install it.
Also, just from the post above - is there any way to simulate talent growth? Blacksmith turns into Master Smith over the course of time/levels i.e armorer level 1-10, +50% trained unit armor. Level 11+ = +100% trained unit armor. Probably not necessary since most bonuses are %'s, but if possible could go the way of additional benefits at higher levels.
This is very interesting to me, but curious that it seems to be more ambitious than I would have expected. The change to sovs/profs/background seems to make sense. The unitstats and weights/encumberence pieces seems to be quite ambitious and seem to be quite a bit more work that would delay a useable product. Selfishly looking forward to the sovereign portion of it :)
Looking forward to this. Between this and 1.4 I'll come back and play a few more games. Hear there is some DLC as well.
Very interesting. I've always been a big proponent of a very powerful sovereign - albeit I also liked the really old concept of being able to give up that power to make others/cities stronger. The stationed benefits are very nice, at least makes it a short term benefit to keep a sov rooted. I still think in most cases it will be more beneficial to have him leading armies. At least in this case it would be more of a decision. </p
If true it would be awesome - much more of a living world. Suggestion way back was to have dynamic lairs - over time they grow and spawn critters, more powerful as time goes by. I think this kind of made it in. The other was to have a zone of control that mobs attempt to protect. As they grow in above the zone of control also increases. When the game is first created you would have overlapping zones of control and if mobs ran into each other - they'd figh
Good Luck! Awesome challenge pickup.