Best news ever :) thank you @ the hot fix post by Frogboy
tamides
Not really trying to change anything, just to put 3 darklings or any unit in a Troop/Squad, then spawn them with the Unitname so they join a ncp champion, but i cannot find the code that makes it so. What i really want is to add one champion and 2 units in a Troop or a Squad as Kingdom tech says. Think perhaps i worded the post so people think i want to change how units appear on a tile .. hmm ?
I have been trying to modify this Group 3 Party.png 6 3.0 &l
Trying to create som custom npc stuff, but just cant find out how to put units in formation, anyone know? [Edit: This is about putting units in squads or troops, not placement in tactical battle or on a tile, sorry if i made this unclear]
Monster heroes can equip weapons, shield, items, but not armor, as far as iv seen myself, if i mod it, i belive i can get the darkling to wear anything a normal hero can wear, but not going to do it, until 1.1 or later patch or perhaps not at all :) also, if you equip a weapon on the cave bear(ie), it wont show up, but it will upgrade his attack, not tested this in length, but when i did it, it did not show any wierdness, i belive you can also marry the cave bear ..hehe, but not teste
Any news on how the project is going ? :)
its a sand brute .. just me who did a typo, it uses warg animation, anything that uses warg or horse animation can be mounted : )
Here you go https://www.elementalgame.com/gameplay
Test them out on a tiny map : )
The xml file i use to spice up my game, not all that balanced, but fun when you run into one of these Unzip and place in elemental/mods (Vanilla mod) It adds 12 "Evil" Champions Download - tamides1.2FCMC.zip *v1.2 : added more champions, cleaned up abit, and set cost of these champions higher
alborrelli: In the end, city spam happens to control resources.. so make controlling of resources possible through something other than cities. This is a good solution, and if you add that caravans are needed to extract the flow of resources, and if caravans was massive moving fortresses, then yipeeee
[quote who="jutetrea" reply="2" id="2769984"]Wants to go back to the glory days when channelers were needed to found a city![/quote] I completly agree, and it should cost alot
Because there is no downside, too easy too powerful, and the world per lore is supposed to be broken, it should be difficult to start up cities. also, the AI is not aggressive enough, bandits should be about 1000% more rabid :) but then again, i just dont like massive amounts of cities, just my opinion but they should be rare and you should fight hard to keep them
Superb ! .. good luck, looking foreward to test it out :)
Yes, this would be great ! Perhaps this mod would focus on less but big cities, and more outposts for resources linked in with massive caravans
Seperate Tech tree for each rase MoM spells ++ Kingdom Champions / Empire Champions / Monster Champions Robber Baron factions (no city faction, camp based that moves around) More upgrades on buildings Tons of Items, with random and predefined bonuses Underground maps Border forts, that must be taken to pass into influence area (just an idea on how to handle chokepoints) Walls not auto generated by city Water as main resou
ahh yes I second that Peter
oh .. hehe thanks .. still need Trog women though :)
Raze city option Trog Females to marry
Custom empires not getting tech tree and return button stops working on and off, other than that it seems mutch better :)
There is one more option one could have, and that is to incorporate city templates, or city plans, these would have different bonuses and some would restict buildings yet be very easy to defend, while others would have no defence at all, but be open and free to construct all you want, the templates would define the cost of building the city, this would also put some shape to cities, just a thought
yes TyLarson, in old times they created cities that was more like a maze, so intruders would get lost, but those that walked the streets and lived there knew all about where to go .. the strangers did not, perhaps this would be a good addition to the game, would work as when building you see a defence bar go up or down depending on where you have your not yet placed building at, perhaps ?
I dislike snake cities alot, but as the game is now, its a must to get to what you want to protect, if you could create forts, or have some sort of defence upgrades on resources, then i think snake cities would stop, also if there where less buildings but more upgrades on existing buildings, or a bonus to keep things thight, as in defence
i would not mind a no limit to city size or tiles, but then founding new cities would have to cost ALOT, 500gold + stuff, and as i have suggested earlier, if each building had a chance to gain a slight bonus, like a farmer that figures out a way to produce more efficient and thus gains +1 food on that farm, or a researcher that discovers a lost way to read lost languages, thus gains a +1 to tech on that library, just examples, but it would make cities appear to have more soul, these bonues sh
Is there any way to make the staffs into queen staff type, i remember from beta that those staffs looked good, and there is a champion female creature (in red) that uses one, so it should be in the data somewhere