I am running an old 512MB videocard, but I have a nice little quad core processor. Are your optimizations going to help at all for me? Seems like my frame rate is low just from this one hardware weakness.
seanw3
[quote who="Jythier" reply="23" id="3260529"]Sorry - your karma is in another thread.[/quote] Touche
You should have a units folder in your user directory. Everyone has a units, quests, maps, etc folder there. It contains all the unit designs you have made in the game.
Request #8 Diplomatic Game Modifiers Problem: The only current method of changing diplomacy is with influence. It is impossible to give bonuses to relations from a game modifier, which limits how in depth the diplomatic system can be. UI: No change. Just make what we have in the Core AI Defs, usable from a game modifier. The UI already supports this. AI: The AI can simply value this as it does influence. The tag should transl
Of course there are mods that address city spam by making high level cities more powerful and harder to get. Well, really just the one.
[quote who="Frogboy" reply="20" id="3260463"]What did you tweak to do that?[/quote] The Core AI Defs. I made every faction get a big bonus when they are still settling. As the game goes on, you get some extra bonuses to your side of the fence and greater penalties to the other side. I'll just link the file: http://www.mediafire.com/view/?edka3qx8jxn74cq
I will be handling the quests. I hope you don't mind the princess actually being in another castle. She moves around alot.
It's hardcoded unfortunately. Personally I think a base Hp of 12 and +2 per level is far better to stop trained units from becoming so doom stacky.
It seemed to encompass what I am trying to do here. [e digicons]O:)[/e]
Yes. It's mentioned in the Mod Explanation. I will be updating the thread for that soon. Soon as I get some time to polish it up.
I modded the AI diplomacy to only gank on the opposite side of the fence. So Altar for instance, would never attack Pariden for being weak. But Yithril will. Like to see that in the vanilla.
As a questmaker, I will just increase the power ratings of all my epic quests to avoid the AI.
[quote who="bbr91" reply="275" id="3260375"]So why not put all this in the original post? So is Goetia finished and included in MA (as it shall from now on be known!)?[/quote] The mod explanation now provides a detailed series of essays on how I shaped the mod. I don't like forcing people to scroll through a massive OP each time they want an update. And I actually just re-updated the Mod Explanation to include advanced game concepts. It goes through some of the complic
[quote who="crimsongekko" reply="271" id="3260319"]is is intended that "Mod explanations" opens up "Weapon Balance" ?[/quote] Fixed, thanks. Check it again. I have been writing some game concepts there.
[quote who="Heavenfall" reply="263" id="3260069"]Stormworld is mostly the same game rules but with new fantasy content. Elves, gnomes, frost giants, rivers of magma, talking helmets, dragon mounts, that sort of thing. Basically a different setting for the game, filled with "traditional fantasy" content.[/quote] I love Stormworld. Since each of us are working alone on our projects, the modder's skills determine the direction of the mod. Stormworld offers amazing visuals and excelle
[quote who="AlLanMandragoran" reply="268" id="3260225"]Sean - when installing your updates, is it as simple as extracting the new files into english folder or should I copy back all the vanilla files and then copy in the update? Probably a stupid question but wanted to confirm. Thanks.[/quote] Yes. Just add all the files to the English folder. [quote who="Glazunov1" reply="269" id="3260275"]It doesn't seem as though the merchant building is working as it sho
Actually the best thing would be to teach the AI to SoD and balance things so that choosing to focus all your power into one army leaves you at a reasonable disadvantage. My current solution to this is quite complicated. I use every mechanic I can think of to make sure the AI has strong armies and that stacking powerful units does not result in taking no damage. Creating a system where both sides routinely lose units and can replace them at a reasonable rate is going to be the best solution.<
No. Both Hf and I are modding some core files. I may be doing a sort of adaptation mod that uses my affliction on Stormworld. That is something way at the back of a long list of mods I want to do. Honestly I think it is nice at least for now to have to very different interpretations of how the game might be modded.
A Judas build I see. That particular build demands you reach out quickly with your extra money if you can. Getting heroes is much more important for you. Oh, and check the stats on your blood and the bronze shield. You are basically able to tank with every unit. You are also able to get Merchantcross Bazaar with that diplocap you start with. Or are you saving up for Great Mill?
I hope you are ready when Tarth comes a knocking...
I think poison does 0-2 for 2 poison damage. I have some assassins with 9 poison damage and they often roll a 0.
1.0.002 is up. I missed some changes to things when I updated last time. Abilities now cost half as much. Units with no traits or equipment now cost almost nothing. You should be able to pump out a ton of weakling units to help fight the mite hordes now. I also did a slight rebalance to the difficulties. You can no longer win on ridiculous or insane. :P
Uploaded some new armor and weapon values. These ones are more balanced in terms of weight, cost, and effect. I will be doing several small updates like this over the weekend. No need to stop playing what you have, but each new game, check for a new update.
World difficulty should not go above challenging unless you have a deathwish. Harder and Chuck Norris are the best difficulties for the faction AI. I don't generally play the other ones. Giving the AI any other advantage than a slight economy boost will pretty much make it impossible to win.
Flat justitia ruat coelum.