Was playing with this mod last night, and its awesome (as in going to bed at 2:30am on a work night good). Combined with Expanded Factions, Upgraded Weapons, ACP, and 1.1 feels like where the game should have been. I can see the reasoning behind hitting the Guardians with the nerf, will try and run some small maps soon to get a feel for that balance. Increasing the damage to 6 for my dear Shillelagh sounds like a good move to keep it relevant longer. Maybe add 1 or 2 t
M. Agrippa
Ah, fair enough, I did not realize there was an AI hole for resources. Thanks!
@ Sholland: Succubus was definitely a better idea than my last one, hat tip to you. Out of curiosity are those Warhammer mini-fig pics from you personal collection? Living Stone (trying again): Delvers: Short, fat stone models. (they can give a bonus to resource production) Half Formed: Mounds of animated clay with no legs, looks droopy, lumpy, and runny (think D&D clay golem) Death Legion: Cyclops: Big
I'll be talking about how modders can do "stuff" to the AI via the XML more in the coming year once Stardock's new Mod Czar starts. Thanks for the heads up.
I really like what this mod adds to the game strategically, but it seems a little unbalanced to not have any tech requirement for it. Is this due to the tech trees being in flux in 1.1? (And I know they are not quit balanced, see Empire Crystal mines vs Kingdoms)
How about ""Pure Ones" for Living Stone? Could be made of nothing but white marble, white marble with gold veins, etc. Maybe have healing / protection / bless land as power, I am thinking kind of like priests?
Fair enough about Living Stone & unique look focus; have you considered adding a winged Hellbrutes cavalry for the Drota? Or possibly a siege style Sandbrute unit with giant Ram's horns?
I like the Elf thrower idea, but I think Heavenfall is right in the amount of work and the fact that we don't know what Stardock has in mind for city sieges and war machines in general long term. Keeping to existing character based units should keep the 3D modeling more resonable. With that in mind can I suggest: Drota : Beast Tamer: mid strength fighter that has a special ability that allows it to take over allied "animal" enemy troo
WOOT! In case you are wondering, spending a day traveling and then checking the forums the next morning to find your ideas have been turned into spells (with art!) is: A FREAKING NIFTY CHRISTMAS ! Thanks Murteas & John_Hughes, I will give these a try out this evening when I get off of work. Also " Leap " is a better name for this spell, though I liked ""Hey, hero!". (I reserve the right to
@ Heavenfall; thanks for trying, the Troll Ghost just had me thinking. I think all the current new spells are working great, would be nice to have art assets associated with them, but that is not something you want me to help with. I was thinking about what other 0 level spells might work for the outstanding beginning spell books: Terraforming > Level 0 > Clear Land Cost 5 Mana > "The earth ripple
Any chance the modders could hear what tags to use to change the value weighting the AI is giving to weapon / armour combination? Would be nice to make certain factions have a preference for certain weapon combos. Also if you are working on AI unit design, could you make them use shields?
Really enjoy the spells, and I have been thinking about how guardian/destroyer work. One thing I have noticed is that they are strong enough to keep you from taking enemy cities until the mid game (or at least they have beat me down several times) Rather than continuing to try and make them "Cast Once" have you thought about mildly lowering the strength of the summoned creature and switching the range to be "Within Domain Only". 50 turns seems ab
Bodiless monsters are part of the ACP mod v.95; I have also seen the mentioned delay in Tactical. I have found weapon caches, but they are VERY rare. Have found 2 out of ~ 30 started games. One thing I did noticed though, I got a "Dual Wielded Club" that had [Tier 1] in its name. Is this Tier information suppose to be in the game text or should we flag these as bugs?
POSSIBLE BUG: Hey, I have been playing with this some more and it seems like there is an animation delay happening with the bodiless weapon monsters. It seems to be when targeting them with spells and ranged attacks (I am also using Murtea's Grimoire mod, Arcane Missile is what I have seen it the most with). Normal attacks and Upgraded Weapons special abilities seem unaffected. Link to others reporting the issue in a different thread: <a href="https://forums.
I started a few games with this mod installed last night, just wanted to say that I think the distribution of stuff in the early goodie huts is much better now. Also the floating weapons are fun new monsters. "I think the engine is still doing some weird things" > I think you might be right about this one, as sometimes I get a map with loot scattered in a way that matches the "normal" game, occasionly I was still getting the goodie hut barren map issue that hap
Howdy, for fans of the " Kingdom of Elves " & kenata's " Upgraded Weapons ", there is now a mod that enables special abilities for the Elf custom weapons. For that, and more interesting tactical combat in general, head on over to: Upgraded Weapons
1) Men NPCs: keeping things within the lore makes sense to me, as does the idea of their focus on civ boosting abilities. The fact I find the Fallen NPC's more interesting should just be a credit to impinc's special ability's. *) Defended resources is an awesome addition. That is all. 2) Expanded Faction NPC's I would recommend against putting ExpandedFactions heroes in the mod, at least in specificity. Stick with the lore of the game a
You might want to check out this mod, helps the fun a lot with the early game if you are playing a more caster centric sovereign. https://forums.elementalgame.com/402601
I would just like it if the AI would use shields sometimes, I have yet to ever see one on an AI troop. Any chance we can have an ETA on the AI using that equipment?
Increasing the cool down on the spell sounds like it will help, and I agree with you that no mana per turn is a good idea (these are not, and should not be, great weapons). I think the best solution would be if you could make it non-tradeable, as then a champion could only have it if they cast it themselves, but not sure disabling trading is possible. Will play with it over the next few days and let you know what I think, thanks!
1) Nice to see you found the rarity value tweak that was causing the no metal / barren map issue with the drops. So much great stuff has been added, was sad to not see much of anything. I will test on some large maps once the next patch is released, see if it feels more like the unmodded drop rate. 2) I think part of the balance issue is the lameness of the Men NPC's. I actually like Fallen being stronger in battle; I think it would make more sense with the backgroun
Played around with this mod over the weekend, really like what it does for playing casters early game. A balancing thought on the weapon giving spells, since you can summon multiples and trade them, I kept ending up with a early parties that could have been called the "Shillelagh Gang". Is it possible to make these items non-tradeable to limit their use? If not maybe increase the mana cost to represent the added value from giving it to recruited champions when you find / buy
Hey, just wanted to respond and say how much I have enjoy this mod, the no metal thing was meant to be balancing feedback not criticism. I have also been playing on large maps, which seems to do something funky with the loot distribution density. Can you modify the weighting of a particular drop to make the early game loot table a little more metal rich? I have rolled enough dice (and have a knowledge of the laws of statistics) to the point that
Does anyone know if the ACP disables the 'normal' goodie huts and drops? I have now started a few games where I have never found ANY of the metal giving drops, means I keeping getting a phalanx of spearmen early game...
After playing with this more yesterday, I noticed a couple of areas I think could be expanded / improved: 1) There are not as many Dex based abilities, most are Strength. I think these would work best as defensive measures, particularly to have them fit with the Elves. Possible Examples: > Blade Dance : 5% per DEX Dodge bonus for 1 rounds, cost 3 action pts > Cut Arrow : 2% per Dex Armour bonus versus ranged attacks