tamides

tamides

Joined Member # 2871013
25 Posts 150 Replies 15,499 Reputation

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 ?

6 Replies 3,247 Views

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

8 Replies 5,697 Views

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

8 Replies 5,697 Views

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

145 Replies 84,468 Views

[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

16 Replies 59,839 Views

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

145 Replies 84,468 Views

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

20 Replies 77,651 Views

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

45 Replies 125,605 Views

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

40 Replies 108,645 Views

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 ?

40 Replies 108,645 Views

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

40 Replies 108,645 Views

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

40 Replies 108,645 Views