seanw3

seanw3

Joined Member # 2990919
182 Posts 5,819 Replies 1,616 Reputation

[quote who="Heavenfall" reply="1" id="3261879"]When events trigger they only trigger for the one player that triggered it, so that won't help you here. The exception is when it spawns a bunch of monsters which obviously starts attacking everyone.[/quote] There are some more things you can do here. Any ability found in core abilities can be modified for all players. So events can affect everyone I think. Also you can change certain world rules for all players from an event. This is

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Ya, I am a little sad that the MoM 2 game has zero frakking support for these kinds of spells. I have a few ideas about fixing them. One thing I could do is spawn lairs about the realm that change the land around them. This would allow for a slower process and maybe less chugging. Still, I want to get the early and midgame closer to perfection before I start working on globals again. Did you try Troll Legion or Shadow Rift? You can totally screw over a leading faction with those. It just wrec

856 Replies 2,037,207 Views

I actually found that you get more map for your money by adding more stamps to the current sizes and reducing the minimum amount of water. There is way too much wastes space on the stock map generations.

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After some further testing, the crashes seem to have been coming from my custom maps. I think there may be some problems with the cartographer's table.

856 Replies 2,037,207 Views

I agree. For seasoned 4x players, the game does an awful lot of cheating to keep up. Doubling up on Paths, getting extra tile yields, etc. I really dislike that sort of cheating. I am willing to give the AI revealed FoW, +30% to their general economy, a slight boost to Sov Hp, some extra processing time to make decisions. There is also alot of cheese the player can do to obliterate even the cheatiest of AI opponents. So we end up in a system of player and AI cheese until everything feels out

9 Replies 12,348 Views

It's so wonderful to see my creations come to life. I spent some serious time getting wildlands to screw people over. Being next to one at start will usually send me out searching for a more defensible position. I would rather be in a corner with a 2/4/0 than next to that tomb. The Weak trait has been balanced to -6 labor now. But Fortresses reduce training times by around 66% so you should still be able to spear spam if you find a nice expansion. I didn't intend for Weak to allow so

37 Replies 46,558 Views

I did a check of all my files. I don't see how the crashes could be from the mod. It seems to have something to do with meshes or a spider graphic as far as what warnings are coming from the error log. I guess I'll just hope the next updates from the devs fixes the issue.

856 Replies 2,037,207 Views

Actually I agree about Mauls after taking a second look. They will now do 30 damage, which is a solid 10% chance to bash. A group with then have 20% to 40% chance to bash with full hits. Also going to increase the labor costs of horses, since it counters so many tactics. [Edit] Wow, mounts had zero labor costs? Added 40 to horses and 50 to wargs. Added building cost to their resource improvements too. No more stocking up on horses for 100 turns before you research the te

856 Replies 2,037,207 Views

Oh, and shields counter bows with Air Dodge. I will be adding that stat to the unit details. Not sure why it is hidden. Also adding some stats to the leveling screen. Not sure why so few are shown.

856 Replies 2,037,207 Views

I have a long list of things I want to add to my mod. One of them is the BG Unit Stats, but it's not a huge priority. Even after that, I will have to do alot of touching up on his races to make them competitive with the world. Probably in a few months or so if you are thinking of waiting on either.

1,118 Replies 2,454,703 Views

Spells are doing 1-Max Damage for some reason. That is a vanilla game mechanic too. Same with Merchant. The vanilla sets up taxes so that you only get a percentage of the max gildar a city can produce. Increasing your tax levels will increase gildar per turn, but increase unrest as well. Empires are able to get to Oppressive Taxes in the late game with Slave Pen and Slave University or whatever I called it. Kingdoms have more ways to reduce overall unrest, instead of ignoring it. I am trying

856 Replies 2,037,207 Views

Like I said to Glazunov, I'll give you a 30 turn head start. Then they will come for you. I have a nice balanced custom map if anyone wants it. It gives reliable starting positions and have some logic to monsters protecting expansion bases. Might only work with this mod since I have renamed alot of lairs. Custom Map

856 Replies 2,037,207 Views

I hope you make the most of it. I am working on a change to traits. Basically before we had each unit with no traits or armor costing 32 labor per soldier in the unit. I am shifting towards pushing most of that labor into other areas. How well are those units faring in the world? At what point does the cost of those units prevent you from training more?

856 Replies 2,037,207 Views

One thing you can do is copy over the part of that file I posted that controls how the AI sees weakness. Basically they go to war over a point or two of faction power. I set mine so that they have to have at least a few hundred more to actually think they are better than you. Also set up the AI to really hate people that have large border clashes with them. So you will see Empire/Kingdom conflicts and border conflicts pop up in the midgame. The difference between being close and too far away

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I am working on a basic unit list. I am going to be making alot of changes to unit design traits. I don't want to make a whole bunch of obsolete designs.

856 Replies 2,037,207 Views

Some I noticed is that caravans can move through monsters. I have many routes going through areas with 10-50 monster armies. It takes several trips before the caravan dies. It is generally able to move through them. In the context of the OP, I see no conclusive proof of your conclusion. I think the problem here is that people just assume that there is some code making this happen. We don't need to convince the devs to find that code and delete it. We need to convinc

28 Replies 51,483 Views