How does this mod affect the balance of power between players and AI factions? Will the AI understand how and when to use all these new bonuses?
Arkenor
I think he must indeed be hardcoded somehow. I'd expect to at least be able to find his name and the other text he imposes on the random tier 1 NPC. Strikes me that he's the sort of thing that should not be hardcoded, if we're supposed to be making a diverse array of worlds. Janusk, everchanging and omnipresent, is beginning to creep me out. All I wanted to do was swap him out for someone nice and marryable!
[quote who="Heavenfall" reply="73" id="2749323"]1.7 uploaded HF106_unittype_ChampionRoyalty.xml && HF106_abilitybonusChampionRoyalty.xml - Very rarely champions would appear with the Royalty background, that did nothing. Fix: These NPCs will now provide their stationed town with a +33% prestige modifier. [/quote] Brilliant! You know, I'll be quite surprised if the next official patch has as many fixes as your
I should specify, I'm looking for the Janusk for random core games. The Janusk from the campaign is safe and well in MainCampaign.xml
Well, he's a mystery to me. I thought I'd have a go at editing him, but for the life of me I can't find out what file he's stored in. I guess this has something to do with the way he has a different appearance and abilities every time he turns up, but even so, I can't even find his description string in any of the files. Could someone point me at his hiding place?
Is there anything you could do to get the Royalty prestige bonus of NPCs to work properly? My heart sinks whenever I encounter one right now!
Having played with the staves now, I do feel they're too powerful, considering the ease with which they can be gotten. They render quite a few actual spells obsolete. The 60% chance for the target to miss the next turn on the air staff is particularly powerful, especially when you can use the staff multiple times in a round. I would suggest moving the current staves deeper into the tech tree and raising prices, while also creating some weaker ones more suitable for low
Increasing the number of points chapps and sovs gain when levelling certainly sounds like a good idea. How does that work with champions you find that are higher than level 1 though? Do they automatically take that into account with their stats, or will they be at a severe disadvantage against a champion who started at level 1 and levelled up? Also, I suspect it probably works better for some stats than others. Getting triple the con is good. Getting triple the move or
I've been wondering about mods such as this that add extra items. Will the AI understand how to use them? If so, that's great, but if the AI doesn't use them then it ends up being rather unbalancing.