Cheers, this is all really helpful. [quote who="Heavenfall" reply="11" id="3185393"]but it will be difficult to balance, because people will just choose to play without the paths they never use anyway.[/quote] Yeah, true, would have to give it some thought there... if it could just be an additional, secondary restriction on an existing weakness that would be my preference, or if not, I would probably make it worth 0 points rather than -1 - available as a self-imposed restricti
MisterAedan
[quote who="Heavenfall" reply="8" id="3185374"]You're exactly right, they were designed to be "small" so I could have more different stuff for each faction. They're just ideas, you could boost them up a bit. Or have them as 0 cost abilities.[/quote] Heavenfall, some of the "blood" abilities in Stormworld restrict races from taking certain paths - would it be feasible to make some of these restrictions apply from a selectable faction trait instead? e.g. "anarchic" would prevent
Archaeology: Could you make an equivalent to the Altarian quest map that spawns a lost library or similar instead of a quest (essentially, using your gold surplus to tech up)? Thaumaturgy: Could this also unlock some upgraded magic weapons that are slightly more technological in feel than the enchanted staves, axes etc? Re: Power grid - is it possible to make this grant +1 shard power to all city enchantments? Even if so, I guess the Beta 4 changes limiting the number of enchantments
Cheers DsRaider, have downloaded it and am looking forward to giving it a go!
Oh, no way was I neglecting Umber, it's more that something sparked in my brain that there would be a nice fit with Capitar, since warhorses are already their "thing" and they're in dire need of more interesting abilities (whereas Umber were already interesting & powerful). But I would never advocate bringing back one without the other. I really like the idea of Umber getting a lot of beasts, especially the boars, and they're in need of some new identity now that Serpe
Hmm, you know, if they just made Legacy of Serrane/warhorses work this way they would instantly have a nice, suitably overpowered way to bring Capitar back in a way that matches the overpowered abilities of the other factions. Early access to cavalry, more horses & ability to build better heavy cavalry would be pretty neat. Wouldn't even necessarily require a building (I read on another thread that the AI has trouble taking full advantage of abilities that require special buildings),
I like them as they are - I like the uniqueness of them and their differences from the vanilla factions. Wouldn't want them to be more like the existing races & feel no need to make custom factions from them when there's already plenty of new stuff to explore. Each of the new races seems to have a lot of cool tricks and unusual limitations, anything that lessens that is a bad thing in my book.
Yes, I am interested in an in-game quest editor. Very interested.
OK, the save is here . The broken quest tile is next to the champion Fairgenn, third down on the parties list. EDIT: Another here , with three broken tiles - or at least, the two new ones were broken at spawning, I didn't reload, but figure it might be helpful t
[quote who="Othello" reply="6" id="3180595"]Seems to me like there should be some factions which surrender easily and those which wont until the last moment, if even at that. It could be coded to where you say, "oh man, these guys wont surrender until i surround their last capital" and another where you're attacking, thinking "these guys will fall after this second battle" Considering how steeped in lore this game is, I bet the factions fill in the blanks pretty quic
I have a save with inactive tiles (even after reloading) I can submit, if it helps, and if I can get the hang of this dropbox thingy. I also got the mob/disciples one for the first time, I loved it, more like this please! Will be brainstorming ideas, it's too early where I am right now to think straight. EDIT: I've been lucky in this game in quest/roleplaying terms - I've also had the Assassin's Blade and Injured Wolf quests, both of which I like because of the
In my last few games, no low-level quests have spawned near where I start. That is, the easy ones like collecting wolf pelts, killing rats and the like. Before .915 there would usually be at least one in my immediate area; when the patch came out I thought at first that the AI was beating me to them, but the last couple of games on large maps I've started quite far from any other players and still not encountered one. Has anyone else had this problem, or were they removed & I
[quote who="StevenAus" reply="3" id="3180104"]MisterAeden, if you have a save from a base 0.915 game without any mods or core mods, could you please post it on dropbox or similar? [/quote] Afraid not, I can't find any saves from that game & it didn't happen on my most recent unmodded one - but if it comes up again will do so. Just installed the latest version of Stormworld but can uninstall and try to recreate it.
No problem, I'll start a new greenskin game in 1.3b & see how they do with the trait removed - and out of curiosity about these pants of no gender, which sound terribly progressive for a fantasy game!
[quote]Even though it is in a mod, I'm pretty sure I have had remote hexes cast early in the non-modded game too. [/quote] Confirming this in unmodded games, same spell (stacked 3 times). Rendered my first expansion city largely useless early in the game, when I had only met one other faction and was at war with no-one.
Hi Heavenfall, I just installed the mod yesterday and have started a game as the Greenskins. All is going well so far - the other races look great as I meet them and seem to be playing sensibly, I've found my first reliquary item, and I'm getting a kick out of the greenskin racial ability to gain attack in large stacks. My weedy spearmen are kicking ass, my sovereign is lethal, and I find that I'm having to alter my strategy to my race's strengths and weaknesses. I hav
[quote who="MiamiBigAL" reply="1" id="3178679"]Sovereigns surrender if their faction power is a lot less than yours. I made a post before about sky rocketing faction power through city spamming earlier with Master Scouts and using it to force people to surrender. You can actually declare war and demand surrender immediately after in the same conversation. I beat Expert in less than 50 turns using this, so yeah it probably does need to be fixed.[/quote] Yeah, that
I had noticed that surrenders were much easier to get than peace treaties, so in my latest game, I conducted a little experiment. Having provoked a war between my rivals Magnar and Gilden, I decided to joi
Yeah, this happened recently on the cloak of stars quest which involves killing ophidians, and then a dragon. I lost the battle to the ophidians but the quest proceeded regardless and the dragon encounter was spawned. Have had others but can't quite remember which, will keep a lookout for future instances.
1) I'm mostly playing on Challenging at the moment, after starting out with a few games on Easy and Normal. 2) I think this is the level at which the AI uses its full power but doesn't cheat*, so that suits my desire for a decent opponent but also a fun game I can roleplay in or spend time exploring and getting to know my rivals. 3) Judging by my experiences with GalCiv II, where I topped out at Painful, I expect that I won't go much above Hard. I'm not particu
Nice! Looking forward to giving this a go!
I've seen this too (playing on Challenging) - ALL the AI sovereigns get both the Warrior and Assassin paths (as early as level 4 in one case), in every game, as reliably as them all having more leather greaves than they could ever need. I've seen the multiple strength thing too, but not as reliably. It's always these two paths too, even for mage characters like Procipinee and Ceresa. [quote who="BewareTheBarnacleGoose" reply="1" id="3176630"]Warlord Vega starts with path o
[quote who="Frogboy" reply="15" id="3173852"]Essence is beer.[/quote] It always struck me as a bit off that a city could only have one pub. Clearly essence dictates how many pubs a city can support, increasing population growth but also unrest, especially on Friday nights [e digicons]:beer:[/e]
I get this a lot with the champion Csilla, who casts Mass Curse at the beginning of the battle. If she gets the first turn, this always happens; if someone else goes before her, it doesn't. It has come up in at least two separate games for me. Have yet to see it with anyone else but can imagine it could easily happen to other units with similar abilities.
Oh so very agree, this is aggravating. Haven't found a better way yet.